Arma 3 Scripting

Arma 3 scripting reference

Scripting Commands

2656 scripting commands in 88 groups. A page can belong to several groups.

AI Behaviour

  • behaviourReturns the behaviour of the individual unit, this is why it only accepts Object as the argument. For Arma 3 behaviour explanation see…
  • checkAIFeatureChecks if the given AI feature is currently enabled.
  • combatBehaviourReturns combat behaviour of unit or group. To set unit or group behaviour see setCombatBehaviour. The behaviour is one of:
  • combatModeReturns the combat mode of the given AI group. See setCombatMode for more information about combat modes.
  • disableAIDisables parts of the AI behaviour to get a better control over the actions of a unit. If the unit changes locality, this command might need to be…
  • enableAIEnables parts of the AI behavior that was disabled by disableAI.
  • enableAIFeatureEnables/disables given AI feature.
  • expectedDestinationReturn expected destination of unit as an array.
  • getUnitStateReturns current state of the given AI unit, which could be one of the following: - "WAIT" - another plan is needed (current partial plan was done or…
  • isAISteeringComponentEnabledReturns whether the AI steering component feature is enabled for the specified vehicle.
  • isUsingAISteeringComponentReturns whether the AI steering component setting is enabled globally.
  • setBehaviourSets individual unit behaviour on every unit in a group.
  • setBehaviourStrongSets individual unit behaviour on every unit in a group and additionally tries to force this behaviour to the unit's group. Alternatively see…
  • setCombatBehaviourSets an individual unit entity behaviour (main syntax) or a group entity behaviour (alternative syntax). The group in this case is a Group entity and…
  • setCombatModeSets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode.
  • setSkillSets the skill level of given unit. The value of a sub-skill is interpolated into a range defined in CfgAISkill.
  • setUnitAbilitySets skill of given unit. Unlike setSkill, setUnitAbility can set values > 1. Even though the skill command will correctly return set value, the…
  • setUnitCombatModeSets unit's combat mode (engagement rules). For AI group combat mode see setCombatMode.
  • skillReturns current skill of a unit, in range between 0 to 1, 1 being the highest level of skill.
  • skillFinalReturns final, recalculated sub skill value of given unit. (with regard to AI Level coefficient (Difficulty settings)).
  • unitCombatModeGets individual unit's combat mode. For more information see setUnitCombatMode.
  • useAISteeringComponentEnable the new , used to test the old and new AI driving.

Animations

  • animateActivates given object animation. Animation is defined in CfgModels animations class.
  • animateBayForces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.
  • animateDoorAnimates a door on a vehicle. Animation is defined in config file in CfgVehicles -> AnimationSources. Wanted animation phase is set with phase param.…
  • animatePylonForce animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state…
  • animateSourceProcess an animation of the object. If animate uses class name from CfgModels *Animations*, animateSource uses name defined by the *source* property.…
  • animationNamesReturns Array of Strings where elements are the names of model animations, which should theoretically be available for use with animate command.
  • animationPhaseReturns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven.
  • animationSourcePhaseReturns current animation phase of given source. Similar to animationPhase or doorPhase but designed to complement animateSource.
  • animationStateReturns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
  • doorPhaseReturn animation phase of door on vehicle.
  • elevatePeriscopeElevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on…
  • gestureStateReturns the name of a unit's current gesture. Seems to be forced to lower case in Arma 3.
  • getAnimAimPrecisionReturns aim precision for current animation
  • getAnimSpeedCoefGet coefficient for animation speed.
  • getUnitMovesInfoReturns various information about the unit moves (primary animation) and gestures (masked animation)
  • moveTimeReturns the current time of the most important RTM animation currently being played on the soldier.
  • periscopeElevationReturns current periscope elevation value, see also elevatePeriscope.
  • playActionWhen used on a person, a smooth transition to the given action will be initiated.
  • playActionNowWhen used on a person, a smooth transition to the given action will be initiated, but all previous playAction are discarded.
  • playGestureWhen used on a person,a smooth transition to the given move will be initiated. Command doesn't seem to be functional
  • playMoveWhen used on a person, smooth transition to given move will be done.
  • playMoveNowWhen used on a person,a smooth transition to the given move will be initiated, but all previous playMove are discarded.
  • setAnimSpeedCoefSets a coefficient for animation speed (0.5 will play animations half the speed, 2 twice the speed).
  • setFaceAnimationSets facial animation phase (eye blinking).
  • switchActionWhen used on a person, the given action is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if…
  • switchGestureWhen used on a person,the given move is started immediately (without transition).
  • switchMoveImmediately applies given animation to the unit. For a smooth transition from the current animation (by connecting animations successively, e.g…
  • useAudioTimeForMovesSwitch between elapsed game time and audio time being used as animation timer. Used for audio/animation synchronization.

Arrays

  • +Add two Numbers, concatenate two Arrays or two Strings, or create a copy of an Array or HashMap.
  • -Subtracts numbers or arrays from each another, negates a number. For arrays also see deleteAt and deleteRange.
  • appendAppends array2 to the back of array1 modifying array1. See insert for an "appendUnique" equivalent.
  • applyApplies the given code to each element of the given data structure and collects the results in an array.
  • arrayIntersectIntersects two arrays returning an array of unique common elements, avoiding nil values. Using the same array as both parameters will return unique…
  • countCan be used to count: - The number of elements in an array (returns the already internally known array size) - The number of elements in an array…
  • createHashMapFromArrayCreates a new HashMap and initializes it from a key-value pair array
  • deleteAtRemoves array element at the given index and returns removed element (modifies the original array, just like resize or set).
  • deleteRangeRemoves a range of array elements from the given array. Modifies the original array, just like resize or set.
  • findSearches for an array element within an array or an ANSI string within an ANSI string.
  • findAnyReturns the zero-based index of the first element in array A that also exists in array B. If no common elements exist it returns -1.
  • findIfSearches for an element within array for which the code evaluates to true. Returns the zero-based index on success or -1 if not found.
  • flattenFlattens an array.
  • forEachExecutes the given command(s) on every item of an Array or a HashMap.
  • forEachReversedExecutes the given command(s) on every item of an Array in reversed order, compared to forEach.
  • inChecks whether value is in array, unit is in vehicle, position is inside location or ANSI string is part of other ANSI string. If Unicode support is…
  • insertInserts multiple values into Array/String/HashMap.
  • isArrayCheck if config entry represents array.
  • isEqualTypeAllCompares types of all elements of an array to the type of a single value. Since Arma 3 v2.09.149634 no additional check is needed to make sure the…
  • isEqualTypeArrayCompares types of all elements of one array to types of all elements of another array. Since Arma 3 v2.09.149634 no additional check is needed to…
  • paramExtracts a single value with given index from input argument, similar to BIS_fnc_param.
  • paramsParses input argument into array of private variables. When used without argument, as shown in main syntax, internal variable _this, which is usually…
  • parseSimpleArrayConverts given, formatted as simple array, String into a valid Array. Simple array is array consisting of Numbers, Strings, Booleans and Arrays of…
  • pushBackInsert an element to the back of the given array. This command modifies the original array. (see also: pushBackUnique)
  • pushBackUniqueAdds element to the back of the given array but only if it is unique to the array. The index of the added element is returned upon success, otherwise…
  • resizeChanges the size of the given array. The command does not return new array, it resizes the source array to the desired number of elements.
  • reverseReverses given array by reference (modifies the original array, just like resize). The alternative syntax can be used to reverse a ANSI string. If…
  • selectSelects an element from an array, config entry from Config or substring from a string or a range from an array.
  • selectMaxReturns the array element with maximum numerical value. Engine solution to BIS_fnc_greatestNum and BIS_fnc_findExtreme. Therefore it is expected that…
  • selectMinReturns the array element with minimum numerical value. Engine solution to BIS_fnc_lowestNum and BIS_fnc_findExtreme. Therefore it is expected that…
  • selectRandomReturns a random element from the given array. Engine solution to BIS_fnc_selectRandom
  • selectRandomWeightedReturns a random element from the given array according to assigned weights. Engine solution to BIS_fnc_selectRandomWeighted.
  • setChanges the element at the given zero-based index of the array.
  • sortAttempts to sort given array either in ascending (true) or descending (false) order.
  • toArrayConverts the supplied String into an Array of Numbers. The numbers in the created array are the decimal Unicode representations of characters.
  • toStringConverts the supplied Array of Numbers into a String through <https://en.wikipedia.org/wiki/Unicode> characters representation conversion, or…

Artillery

  • commandArtilleryFireOrders an artillery unit to fire a burst on the given position (via the radio).
  • doArtilleryFireOrders an artillery unit to fire a burst on the given position (silently).
  • enableEngineArtilleryEnable/disable the artillery engine. This allows the user to use the artillery computer on mortar/artillery, and for AI to use it for indirect fire.
  • getArtilleryAmmoGet list of all available magazines of artillery units on the list. Command returns only unique magazine types and doesn't contain any information…
  • getArtilleryComputerSettingsReturns settings from current vehicle weapon manned by player.
  • getArtilleryETAReturns ETA to the target in seconds for given artillery unit based on target position and used magazine, -1 if target can't be hit.
  • inRangeOfArtilleryReturns true if all given units are able to fire at given position with given magazineType.
  • shownArtilleryComputerChecks whether the player has the artillery computer currently open.

Briefing

  • allDiaryRecordsReturns array with all Diary Records for the given subject available to the given person. See Diary for the explanation on the available subjects and…
  • allDiarySubjectsReturns array with all Diary subjects available to the given person. See Diary for the explanation on the available subjects and their structure.
  • briefingNameReturns the name of the current briefing/scenario name.
  • cancelSimpleTaskDestinationCancels a simple task destination.
  • createDiaryLinkCreates a link to the given diary entry.
  • createDiaryRecordCreates a Diary entry. Supported tags and their parameters:
  • createDiarySubjectCreates a new subject in the Diary.
  • createSimpleTaskCreates a new Task and adds it to the Diary.
  • createTaskCreate a new AI task (subtask of parentTask). Type is name of registered task type.
  • currentTaskReturn current task of given person.
  • currentTasksReturns array with all uncompleted tasks for the given agent. getVariable could be used on Task to get the following special local variables from the…
  • debriefingTextReturns debriefing text of provided end.
  • diaryRecordNullA non-existent Diary Record. To compare non-existent objects use isNull or isEqualTo:
  • diarySubjectExistsChecks whether given subject is present in the Diary of given player.
  • disableDebriefingStatsDisable debriefing score table.
  • enableDebriefingStatsEnable debriefing score table.
  • getDebriefingTextA getter for setDebriefingText.
  • objStatusSets the status of an objective that was defined in briefing.html.
  • onBriefingGroupSelect a sound declared in the Description.ext of the mission to be played the first time the Group tab is selected in the briefing.
  • onBriefingNotesSelect a sound declared in the Description.ext of the mission to be played the first time the Notes tab is selected in the briefing.
  • onBriefingPlanSelect a sound declared in the Description.ext of the mission to be played the first time the Plan tab is selected in the briefing.
  • onBriefingTeamSwitchSelect a sound defined in the CfgSounds of the mission to be played the first time the TeamSwitch tab is selected in the briefing.
  • priorityReturn the priority of the task.
  • processDiaryLinkOpens the Diary screen on the subject/record specified by link. To get a valid link format, use createDiaryLink.
  • registeredTasksReturns array with all registered task types for the given agent. The values are the names set in `CfgTasks` classes `name` property and are the same…
  • registerTaskRegisters a new task type. Parameters are defined in the given config class (subclass of `CfgTasks`)
  • removeDiaryRecordRemove a log record.
  • removeDiarySubjectRemoves a page and all its subjects from the Diary.
  • removeSimpleTaskRemove a simple task from the list of simple tasks.
  • selectDiarySubjectSelects a subject page in the diary. The subject page is selected but the command does not open the map by default, which could be opened with…
  • sendTaskCreate a new AI task (subtask of parentTask). Type is name of registered task type.
  • sendTaskResultSend a result of the task to the task sender.
  • setCurrentTaskSet the task as a current task of the person.
  • setDebriefingTextSets debriefing title, text, subtitle, picture and background for a mission ending.
  • setDiaryRecordTextSet text of a log record.
  • setDiarySubjectPictureSets a picture to be displayed on the right of the Diary subject. The picture can also be set during custom Diary subject creation, but this command…
  • setSimpleTaskAlwaysVisibleSets task's visibility.
  • setSimpleTaskCustomDataSet custom data for the task. Tooltip will be drawn in task list on the right side. Description will be drawn in task description panel on the bottom.
  • setSimpleTaskDescriptionAttach descriptions to the simple task.
  • setSimpleTaskDestinationAttach a destination to the simple task. Overrides setSimpleTaskTarget
  • setSimpleTaskTargetAttach a target to the simple task. Overrides setSimpleTaskDestination.
  • setSimpleTaskTypeAttach type to the simple task. See Default Task Types.
  • setTaskMarkerOffsetSets the task marker position in model space.
  • setTaskResultSet a result of the task.
  • setTaskStateSet the state of a given task.
  • simpleTasksReturn all simple tasks assigned to given unit.
  • taskAlwaysVisibleReturns true if the task is flagged to be always visible or false if not.
  • taskChildrenReturn the child tasks of the specified task.
  • taskCompletedReturn if task is completed. (state Succeeded, Failed or Canceled)
  • taskCustomDataReturns custom data attached to the local task or an empty array if there are no custom data attached.
  • taskDescriptionReturns the sub-parts of the task description.
  • taskDestinationReturns the position of the task (as specified by destination parameter in config).
  • taskHintShows info about new, changed or failed task. The text can contain several lines. `\n` is used to set a line return.
  • taskMarkerOffsetReturns model space position for the task marker
  • taskNameReturns the name of the given task.
  • taskNullA non-existing Task. To compare non-existent tasks use isNull or isEqualTo:
  • taskParentReturns the parent task of the specified task.
  • taskResultSend a result of the task to the task sender.
  • taskStateReturns the current state of a task.
  • taskTypeReturns the type of the given task. A new task returns "Default" for the type.
  • typeReturns a string of a Location's class name or Task's name (same as taskName).
  • unregisterTaskUnregisters a task type from given agent. The task type is the name given in `CfgTasks` classes in `name` property. Also available from…

Broken Commands

  • addPublicVariableEventHandlerThis event handler will detect if a missionNamespace variable (it is attached to) has been broadcast over network with publicVariable,…
  • allSitesReturn all sites in map.
  • camPrepareBankPrepares the camera bank angle.
  • camPrepareDirPrepares the camera heading.
  • camPrepareDivePrepares the camera dive angle.
  • camPrepareFovRangePrepares the camera field of view range for auto zooming.
  • camSetBankSets camera bank angle. Does not commit changes.
  • camSetDiveSets camera dive angle. Does not commit changes.
  • camSetFovRangeSet the zoom level (Field Of View) start and end values for automatical zooming.
  • createSiteCreate a new site.
  • createTargetCreate a target.
  • debugFSMDump (something about FSM) to debugging output. This command is (assumed to be) non-functional in the retail version.
  • debugLogDump argument type and value to debugging output.
  • deleteSiteRemoves the site.
  • deleteTargetDelete a target.
  • disableDebriefingStatsDisable debriefing score table.
  • echoSends any text into the debugger console or the logfile. This command is only present in internal version not in the retail version. Use diag_log…
  • findCoverReturns the object around where the unit finds cover. The minDist, visibilityPosition and ignoreObject parameters are optional.
  • getPersonUsedDLCsReturns a list of all DLCs objects the unit is currently using. For example if a unit is inside a vehicle from DLC, it will return the code of that…
  • haltThis command was meant to break the script into debugger, however currently it does not do anything except displaying and logging the following…
  • menuShortcutTextReturns a string containing shortcut text for menu item on the given path.
  • moveTargetChange information about a target.
  • setFaceAnimationSets facial animation phase (eye blinking).
  • setHideBehindSets the data for hiding. objectWhereHide can be taken using findCover. hidePosition can be taken using getHideFrom. Command is not functional in…
  • setPlayableCreate a multiplayer role for the unit. The roles created this way are used for Join In Progress and Team Switch.
  • setPosASL2Sets the object position. The pos array uses the PositionASL format. The version of the command does not offset based on object center.
  • setSystemOfUnitsSet system of units. This will only impact gauges from advanced flight model.
  • setVehicleIdSets ID to vehicle. By this ID vehicle is referenced by triggers and waypoints.
  • showWarrantEnable ID card.
  • simulSetHumiditySets simul cloud cover. This command does not affect overcast value.
  • textLogDump argument value to debugging output.
  • textLogFormatDebugging output.
  • unlockAchievementUnlocks the given achievement. The achievements are listed in CfgAchievements, however none of the currently listed achievements is used in Arma 3,…

Camera Control

  • addCamShakeCreates the camera shaking effect, like when you are near an explosion
  • allCamerasReturn a list of all existing cameras.
  • apertureParamsReturns current aperture parameters.
  • camCommandExecutes a command on the given *camera / actor* object. Known commands:
  • camCommitSmoothly conduct the changes that were assigned to a camera within the given time. If the time is set to zero, the changes are done immediately. For…
  • camCommitPreparedSmoothly conducts the changes that were assigned to a camera within the given time. If the time is set to zero, the changes are done immediately.…
  • camCommittedChecks if the conduction of the last camCommit call already finished.
  • camConstuctionSetParamsSets construction camera parameters. To work with "camconstruct" object.
  • camCreateCreate a camera or a seagull object on the given position. The creation happens immediately and doesn't wait for camCommit.
  • camDestroyDestroys camera object created with camCreate. This command doesn't need camCommit.
  • cameraEffectSets the given effect on the given camera. If you want to switch the screen directly to the first-person, aiming, third-person or group view of an…
  • cameraEffectEnableHUDEnable / disable showing of in-game UI during currently active camera effect. By default the HUD is off, which will make results of drawIcon3D…
  • cameraInterestReturn camera interest for given entity, as set by setCameraInterest, or as autodetected.
  • cameraOnReturns the vehicle to which the camera is attached. If you need the person, see focusOn.
  • cameraViewReturns mode of active camera view. Mode is one of: - "INTERNAL" (1st person) - "EXTERNAL" (3rd person) - "GUNNER" (optics / sights) - "GROUP"…
  • camPreloadPreloads the scene for the prepared camera with given timeout after which preloading is aborted. Max timeout is 30 seconds. Timeout of 0 means max…
  • camPreloadedChecks whether the camera has finished preloading.
  • camPrepareBankPrepares the camera bank angle.
  • camPrepareDirPrepares the camera heading.
  • camPrepareDivePrepares the camera dive angle.
  • camPrepareFocusfocusRange is . Prepares the camera focus blur.
  • camPrepareFovPrepares the camera field of view (zoom). The default zoom level is 0.75, 0.01 is the nearest and 2 the furthest zoom value. The angle of the field…
  • camPrepareFovRangePrepares the camera field of view range for auto zooming.
  • camPreparePosPrepares the camera position. Needs the call of camCommitPrepared to be conducted.
  • camPrepareRelPosPrepares the camera position relative to the current position of the currect target (see camPrepareTarget). Needs the call of camCommitPrepared to be…
  • camPrepareTargetPrepares the camera target to a position or to a target. Needs the call of camCommitPrepared to be conducted.
  • camSetBankSets camera bank angle. Does not commit changes.
  • camSetDirSets the orientation of the given camera in the direction of the given vector. Needs camCommit. Since Arma 3 v0.50, only the second syntax with a…
  • camSetDiveSets camera dive angle. Does not commit changes.
  • camSetFocusSets camera focus range. It does not automatically commit changes (see camCommit). Use [-1, -1] to disable focus completely.
  • camSetFovSet the zoom level (Field Of View) of the given camera.
  • camSetFovRangeSet the zoom level (Field Of View) start and end values for automatical zooming.
  • camSetPosSets the position of the given camera or seagull (see camCreate). It is worth mentioning that camera position can also be set with setPos, in which…
  • camSetRelPosSets the position of the given camera relative to its target, set with camSetTarget. Needs a call to camCommit to be conducted.
  • camSetTargetSet the target object or position where the given camera should point at. Needs the call of camCommit to be conducted. To reset the target use…
  • camTargetReturns camera's target.
  • camUseNVGSet / clear using of night vision during cutscenes. This command only works with camCreate created camera that is currently the main camera for the…
  • directionStabilizationEnabledGet state of direction stabilization. This command returns true if the current optic mode of the selected turret has direction stabilization…
  • enableCamShakeAllows camera shake effects via addCamShake. If set to false, then a currently active shake effect will stop immediately.
  • enableDirectionStabilizationEnables / disables direction stabilization of turrets. This command only has an effect if the current optic mode of the selected turret has…
  • enableEndDialogEnables the execution of a custom camera sequence after the players death, coded in onPlayerKilled.sqs.
  • enableGunStabilizationEnables/disables turret gun stabilisation.
  • focusOnReturns the person the camera is focused on. If you need the vehicle, see cameraOn.
  • lockCameraToLock/Unlock stabilized camera to target. Works only on turrets which have optic mode selected with direction stabilization enabled.
  • lockedCameraToReturn the turret lock target.
  • positionCameraToWorldGet the world coordinate space (AGL) from a camera-relative position.
  • ppEffectAdjustSet post process effect parameters.
  • ppEffectCommitCommit post process effect in given time.
  • ppEffectCommittedCheck whether given post process effect is committed.
  • ppEffectCreateCreates Post Process Effects specified by effect name and priority.
  • ppEffectDestroyDestroy Post Process Effects given by handle or array of handles.
  • ppEffectEnableEnable / disable Post Process Effects
  • ppEffectEnabledChecks whether given post process effect is enabled
  • ppEffectForceInNVGForces use of Post Process Effects in NVG.
  • preloadCameraPreload all textures and models around given Position to avoid visual artifacts after camera is moved.
  • resetCamShakeStops any ongoing camera shake effects. Does not prevent new effects from being created. To disallow new effects altogether, enableCamShake should be…
  • setApertureSets custom eye accommodation camera aperture.
  • setApertureNewSets custom camera aperture when HDR is enabled. Provided values should be set such as *minimum* &lte; *standard* &lte; *maximum*.
  • setCameraInterestSet camera interest for given entity. Camera interest is by default 0. Any unit which is speaking has its camera interest raised to 50. Camera…
  • setCamShakeDefParamsSets camera shake default parameters.
  • setCamShakeParamsSets camera shake parameters. Will not have any effect until shake is started via addCamShake.
  • setCamUseTISets thermal vision mode for currently used camera. This command only works with camCreate created camera that is currently the main camera for the…
  • setDefaultCameraSets the position and direction for the camera used after camera is set on no object (log out view when leaving MP game for example)
  • setHorizonParallaxCoefSets coef used to shift horizon position based on camera height (use 0 to disable shifting).
  • setPiPEffectSets Render Target's visual effect (Picture-in-Picture).
  • showCinemaBorderForces drawing of cinema borders when using custom camera camCreate. This is normally used in cutscenes to indicate player has no control.
  • switchCameraSwitch camera to given vehicle / camera. Mode is one of: - "INTERNAL": 1st person - "GUNNER": optics / sights - "EXTERNAL": 3rd person (inaccessible…

Config

  • a / bReturns the quotient of two numbers. If the divisor is 0 a *Division by zero* error is shown but the script does not stop and the result of such…
  • campaignConfigFileReturns root of campaign description.ext entries hierarchy.
  • config greater greater nameReturns config entry with given name (alias of a / b, slightly faster but with lower precedence)
  • configClassesReturns an array of config entries which meet criteria in condition code. Command iterates through all available config sub classes of the given…
  • configFileReturn root of config entries hierarchy.
  • configHierarchyReturns hierarchy of the given config class. Just like with inheritsFrom, only complete config classes are supported (before Arma 3 v2.14).
  • configNameReturns name of config entry.
  • configNullA non-existing Config.
  • configOfReturns config path of the provided object.
  • configPropertiesReturns an array of config entries that meet the criteria in the condition code. The command iterates through available classes and config properties…
  • configSourceAddonListReturns an array of addons (CfgPatches) in which the given config class is defined.
  • countCan be used to count: - The number of elements in an array (returns the already internally known array size) - The number of elements in an array…
  • diag_exportConfigExports given config into file of given path.
  • diag_mergeConfigFileUpdates config without restarting. Attributes and classes can not be deleted unless `delete` is used. Changes to the config are applied to all new…
  • getArrayExtract array from config entry.
  • getMissionConfigReturns Config entry for the given scenario attribute from the 1st tier. The attribute can be config class or config property. If it is defined in…
  • getMissionConfigValueReturns value of the given scenario attribute from the 1st tier. Since only config properties have values, the attribute should be config property.…
  • getNumberExtract number from config entry.
  • getTextExtracts localized text from config entry, if entry is subject to localization, otherwise returns text value. To obtain the translation key itself,…
  • getTextRawReturns raw text from config entry. If entry is subject to localization, the translation key is returned. To obtain the localized text, see getText.
  • inheritsFromReturns base entry of config entry.
  • isArrayCheck if config entry represents array.
  • isClassCheck if config entry represents config class.
  • isNumberCheck if config entry represents number.
  • isTextChecks if config entry represents a text value.
  • loadConfigLoads the given file as a Config, allowing easy processing of the config file contents using commands such as configClasses, configProperties, >>,…
  • missionConfigFileReturn root of mission Description.ext entries hierarchy.
  • selectSelects an element from an array, config entry from Config or substring from a string or a range from an array.

Containers

  • addBackpackAdds a backpack for a unit. If a unit already has a backpack, the old backpack will be placed on the ground under the unit. Items defined in the…
  • addBackpackCargoAdd backpack(s) to the cargo space of vehicle. Classname list of available backpacks is here.
  • addBackpackCargoGlobalAdd backpack(s) to the cargo space of vehicle.
  • addItemToBackpackCreate new item and store it to soldier's backpack. The item can also be a weapon or a magazine.
  • addMagazineCargoAdd magazines to the cargo space of vehicles, which can be taken out by infantry units. Once the magazine cargo space is filled up, any further…
  • addMagazineCargoGlobalAdd magazines to the cargo space of vehicles, which can be taken out by infantry units.
  • addWeaponCargoAdd weapons to the cargo space of vehicles, which can be taken out by infantry units. Ignores available cargo space.
  • addWeaponCargoGlobalAdd weapons to the cargo space of vehicles, which can be taken out by infantry units.
  • backpackReturns a class of a backpack.
  • backpackCargoGet array with backpacks from ammo box (or any general weapon holder container).
  • backpackContainerReturns a cargo container of a unit's backpack.
  • backpackItemsGet array with all items (of any kind, even weapons) in backpack of the given unit.
  • backpackMagazinesGet array with all magazines from backpack of the given unit.
  • backpackSpaceForReturns how much space is in backpack for given weapon or magazine
  • canAddItemToBackpackChecks if given object can be stored into soldier's backpack.
  • clearAllItemsFromBackpackRemoves all items from backpack of a unit.
  • clearBackpackCargoRemoves all backpacks from ammo box (or any general weapon holder container).
  • clearBackpackCargoGlobalRemoves all backpacks from the vehicle cargo space; MP-synchronised.
  • clearItemCargoRemoves all items from ammo box (or any general weapon holder container).
  • clearItemCargoGlobalRemoves all items from ammo box (or any general weapon holder container). It also removes vests and uniforms.
  • clearMagazineCargoRemove all magazines from the given vehicle's magazine cargo space.
  • clearMagazineCargoGlobalRemoves all magazines from the vehicle cargo space. MP synchronized.
  • clearWeaponCargoRemove all weapons from the given vehicle's weapon cargo space.
  • clearWeaponCargoGlobalRemoves all weapons from the vehicle cargo space. MP synchronized.
  • everyBackpackReturns array of backpacks stored in given crate or vehicle. Used for accessing backpack content of a backpack on ground.
  • firstBackpackReturns the first stored backpack.
  • forceAddUniformCreate a new uniform and hard link it into slot (without any restrictions).
  • getBackpackCargoReturns all backpack types and count from the cargo space.
  • getMagazineCargoReturns all magazines types and count from the cargo space
  • getWeaponCargoReturns all weapons types and count from the cargo space
  • loadBackpackReturns current percentage of mass from items stored in a backpack relative to the maximum capacity of the backpack.
  • magazineCargoGet array with magazines from ammo box (or any general weapon holder container).
  • removeAllItemsWithMagazinesRemoves all itemsWithMagazines from the uniform, vest and backpack. Command essentially clears all unit's containers.
  • removeBackpackRemoves unit's backpack
  • removeItemFromBackpackRemoves item from soldier's backpack.
  • removeItemFromUniformRemoves item from soldier's uniform. Can be used with magazines and weapons too.
  • removeItemFromVestRemoves item from soldier's vest.
  • removeUniformRemoves uniform from unit.
  • removeVestRemoves vest from unit.
  • uniformReturns name of uniform.
  • uniformContainerReturns a cargo container of a unit's uniform.
  • uniformMagazinesGet array with all magazines from uniform of the given unit.
  • unitBackpackReturns unit's backpack
  • vestnameof vest.
  • vestContainerReturns a cargo container of a unit's vest.
  • weaponAccessoriesCargoReturns array with all items assigned to the given weapon in given cargo container.
  • weaponCargoGet array with weapons from ammo box (or any general weapon holder container).
  • weaponsItemsCargoReturns an array with subarrays contains class names and also names of connected items of all the vehicle's cargo weapons in weaponsItems format.

Conversations

  • kbAddDatabaseRegister knowledge base database to given person. See Conversations for more details.
  • kbAddDatabaseTargetsRegister target list knowledge base database to given person. See Conversations for more details.
  • kbAddTopicRegister conversation topic to given person. See Conversations for more details.
  • kbHasTopicCheck if conversation topic was registered to given person. See Conversations for more details.
  • kbReactPass a non-verbal communication to the receiver. This command does as if the sentence was said and triggers the reaction scripts (AI FSM or player's…
  • kbRemoveTopicUnregister conversation topic from given person. See Conversations for more details.
  • kbTellMake the person tell to the receiver the sentence. See Conversations for more details.
  • kbWasSaidCheck if given item was said by person to someone. See Conversations for more details.

Curator

Custom Panels

  • enableInfoPanelComponentControls availability of component to given object info panel.
  • infoPanelReturns information about what is currently displayed on given player's info panel.
  • infoPanelComponentEnabledControls availability of component to given object info panel.
  • infoPanelComponentsReturns array of all components available to given object info panel.
  • infoPanelsReturns array all info panels configured for given object or object and turret path.
  • setInfoPanelOpens given component or first component of given component type on specified info panel.
  • shownUAVFeedReturns true if video feed transmitted from UAV is shown. A getter for showUAVFeed.
  • showUAVFeedShows/hides video feed transmitted from UAV in its custom info panel.

Custom Radio and Chat

  • customChatSends the chat message to the custom radio channel. The radio channel needs to be created on the server before hand, with radioChannelCreate command.…
  • customRadioSends the message to the custom radio channel. The message is defined in the description.ext file or radio protocol.
  • radioChannelAddAdd the units to the custom channel.
  • radioChannelCreateCreate a custom radio channel with the given color, label, call sign and registered characters. The custom channel ID returned can be used to…
  • radioChannelInfoObtains custom radio channel's details. if 'customChannelID' is invalid, the return is either the first custom radio channel (customChannelID <…
  • radioChannelRemoveRemove the units from the custom radio channel.
  • radioChannelSetCallSignSet the custom radio chat channel's callsign / VoN callsign.
  • radioChannelSetLabelSet the custom radio channel's label.

Diagnostic

  • diag_activeMissionFSMsReturns array with active Mission FSMs. To see number of all scripts currently in the scheduler use diag_activeScripts.
  • diag_activeScriptsReturns 4 element array with numbers of currently running scripts
  • diag_activeSQFScriptsReturns information about active SQF scripts. To see number of all scripts currently in the scheduler use diag_activeScripts.
  • diag_activeSQSScriptsReturns array with active SQSs. To see number of all scripts currently in the scheduler use diag_activeScripts.
  • diag_allMissionEventHandlersReturns an array with all mission event handlers.
  • diag_captureFrameThis command starts counting frames from the moment it is executed and when the count reaches the number passed as param, the current frame is…
  • diag_captureFrameToFileThis command starts counting frames from the moment it is executed and when the count reaches the number passed as param, the current frame is…
  • diag_captureSlowFrameOpens "capture frame" dialog if current frame exceeds set threshold in seconds. One can indicate to either capture duration of a specific profiling…
  • diag_codePerformanceAttempts to run given code with given arguments given number of cycles in unscheduled environment and returns average time it took to run the code as…
  • diag_deltaTimeReturns the duration of the previous frame in seconds
  • diag_drawModeActivates a debug visualisation.
  • diag_dumpCalltraceToLogDumps current callstack/calltrace to RPT.
  • diag_dumpScriptAssemblyDump script assembly.
  • diag_dumpTerrainSynthReturns OutsideTerrain's current world's values.
  • diag_dynamicSimulationEndEnds dynamic simulation data gathering and writes collected data into given (txt) file. The file is saved in the Arma 3 installation folder.
  • diag_dynamicSimulationStartStarts gathering Arma 3: Dynamic Simulation diagnostic data.
  • diag_enableToggles various diagnostics.
  • diag_enabledChecks whether specific diagnostic mode is activated.
  • diag_exportConfigExports given config into file of given path.
  • diag_exportTerrainSVGLike the old TOPOGRAPHY cheat code, exports terrain, but in modern SVG format instead of the proprietary EMF format.
  • diag_fpsReturns average framerate calculated over last 16 frames.
  • diag_fpsMinReturns minimal framerate. Calculated from the longest frame over last 16 frames.
  • diag_frameNoReturns number of frame currently displayed.
  • diag_getTerrainGridReturns terrain cell size (size of each grid cell in the Heightmap).
  • diag_getTerrainHeightReturns terrain height at the specified location.
  • diag_getTerrainSegmentOffsetReturns the terrain segment. It is basically the same as:
  • diag_lightNewLoadAllows loading of lighting config during the gameplay (effectively changing the current scene lighting). Filename path can be either absolute or…
  • diag_listReturns an array of all diagnostic modes available in the game.
  • diag_logDumps the argument's value to the report file. Each call creates a new line in the file.
  • diag_mergeConfigFileUpdates config without restarting. Attributes and classes can not be deleted unless `delete` is used. Changes to the config are applied to all new…
  • diag_recordTurretLimitsStart recording tool for creating turret aiming limits.
  • diag_resetAnimsResets the animations system cache, so that animation makers can test their animations without restarting the game. A mission restart is required for…
  • diag_resetShapesReload models on-the-fly without the need of restarting the game. Changes applied by diag_resetShapes are applied to all new entities so restart of…
  • diag_scopeReturns script scope depth. When script is directly executed by the engine or a new script is added to the scheduler, the scope depth is 0. The…
  • diag_setLightNewOverrides currently used scene lighting. The operand is config that is placed as a string (not file). The changes may not be applied immediately, but…
  • diag_setTerrainHeightChanges the terrain height of the cell in which given position lies. This command is only available with Arma 3: Diagnostics Exe.
  • diag_SQFCDebugDumpDumps the bytecode as Arma 3 sees it, in a diff friendly way. Useful for testing custom SQFC compilers.
  • diag_stacktraceReturns an array containing the function name, line number, scope name and all local variables in form of a hashmap.
  • diag_testScriptSimpleVMOutputs the provided SQF code's end code.
  • diag_tickTimeReal time in seconds spent from the start of the game. On Windows the command uses timeGetTime.
  • diag_toggleToggles various diagnostics.
  • echoSends any text into the debugger console or the logfile. This command is only present in internal version not in the retail version. Use diag_log…
  • enableDiagLegendEnable or disable the legend for diagnostics. Internal dev only!
  • exportJIPMessagesCreates a log file containing an overview on all JIP (network) messages currently in the JIP queue. The file is created in the same directory as .rpt…
  • isFilePatchingEnabledReturns true if file patching is enabled otherwise false
  • logEntitiesCreates a log file containing the list of all game entities in scene. The file is created in the same directory as .rpt file.
  • logNetworkRegisters new log file recording a network traffic and returns handle of the log. The log file is saved inside the Arma 3 root folder.
  • logNetworkTerminateTerminates a network log file started with logNetwork with the given handle
  • setCustomMissionDataDefines custom mission text that is sent to Arma 3: Analytics.

Difficulty

  • cadetModePrior to Arma 3 it returns if the player is currently playing in cadet or veteran mode.
  • difficultyReturns high-level selected difficulty mode.
  • difficultyEnabledChecks specific difficulty settings of the current user. Difficulty flag names can be found in the ArmA profile file under class…
  • difficultyEnabledRTDReturns true if Advanced Flight Model is enabled. Forcing of rotorlib simulation could be done with mission param forceRotorLibSimulation.
  • difficultyOptionChecks specific difficulty settings of the current user. Difficulty flag names can be found in the `CfgDifficultyPresets` config class or in ArmA…
  • disableMapIndicatorsCommand allows suppressing visualization of FRIENDLY, ENEMY, MINES and/or PING map indicators from difficulty setting EXTENDED MAP CONTENT.
  • forceCadetDifficultyForces `showCadetHints` and `showCadetWP` global Cadet Arma 3 difficulty, returns previous settings.
  • hintCadetShows a text hint only when in cadetMode.
  • isInstructorFigureEnabledReturns the status of INSTRUCTOR FIGURE setting in UI (OPTIONS >> GAME >> GENERAL >> INSTRUCTOR FIGURE).
  • isTutHintsEnabledReturns the status of TUTORIAL HINTS setting in UI (OPTIONS >> GAME >> GENERAL >> TUTORIAL HINTS).
  • missionDifficultyReturn difficulty that has been forced for this mission, returns -1 if difficulty is not forced and it is used one from player's options.

DLC

  • getAssetDLCInfoReturns DLC information about given object or model.
  • getDLCAssetsUsageReturns an array of the DLC usage times.
  • getDLCAssetsUsageByNameReturns an array with the session and global time the asset has been used.
  • getDLCsReturns array of app IDs of DLCs.
  • getDLCUsageTimeReturns total time the assets of the given DLC have been used. See Arma 3 DLCs & Expansions for a list of DLCs and ids.
  • getMissionDLCsReturns list of DLCs that are used in the mission.
  • getObjectDLCReturns appID of the DLC the object belongs to or nil if object is vanilla.
  • getPersonUsedDLCsReturns a list of all DLCs objects the unit is currently using. For example if a unit is inside a vehicle from DLC, it will return the code of that…
  • getTotalDLCUsageTimeReturns total DLC usage time in this game session
  • isDLCAvailableReturns true if the DLC (CDLC included) is marked as available on Steam. Official and Creator DLC appIds can be found on Arma 3: DLCs & Expansions…
  • openDLCPageOpens a Steam page of the app with given appId. Only works for known appId (game + linked DLCs)

Dynamic Simulation

Eden Editor

  • add3DENConnectionConnect entities together. Be aware to select the correct type of Eden Entities for the connection type.
  • add3DENEventHandlerAdds an Eden Editor Event Handler.
  • add3DENLayerAdds an editing layer in Eden Editor.
  • all3DENEntitiesReturns an array of all currently placed Eden Editor entities.
  • clear3DENAttributeClears the value of the given entity's attribute in Eden Editor. An attribute is identified by its `property` (`data` when it is engine-drive…
  • clear3DENInventoryDeletes inventory from mission.sqm of given units. Effect is not immediately visible, only when previewing the inventory resets to default.
  • collect3DENHistoryExecute a block of code in which all Eden Editor operations will be recorded as one history step.
  • create3DENCompositionCreate new Composition. To create individual entities, use create3DENEntity.
  • create3DENEntityCreate new Eden Entity. Used for creating individual entities; to create a composition (e.g., infantry squad), use create3DENComposition and to…
  • current3DENOperationReturns the currently performed editing operation in Eden Editor.
  • delete3DENEntitiesDelete given entities in Eden Editor.
  • do3DENActionPerforms given Eden Editor action.
  • edit3DENMissionAttributesOpen a window with scenario attribute in given section.
  • get3DENActionStateReturns state of given Eden Editor action.
  • get3DENAttributeReturns the value of the given entity's attribute in Eden Editor.
  • get3DENAttributesRetrieve all attributes and their values of the specified (optional) category.
  • get3DENCameraReturns the camera Object used by the Eden Editor.
  • get3DENConnectionsReturns all connections currently present on an entity.
  • get3DENEntityReturns Eden Entity based on its Eden ID.
  • get3DENEntityIDReturns unique index of an Eden Entity. This number remains the same even after saving and loading the scenario. ´
  • get3DENGridReturns the grid increment for the given transformation type.
  • get3DENIconsVisibleGets visibility state of Eden Editor icons.
  • get3DENLayerReturns the provided entity's layer ID.
  • get3DENLayerEntitiesReturn all entities and sub-layer in Eden Entity layer. In order to get all layer entities during a scenario use getMissionLayerEntities.
  • get3DENLinesVisibleGet visibility state of Eden Editor lines.
  • get3DENMissionAttributeReturn value of scenario attribute. For a list of all available mission attributes see Mission Attributes.
  • get3DENMissionAttributesRetrieve all attributes and their values from the specified section/category (category is optional).
  • get3DENMouseOverReturns the Eden Entity the mouse is hovering over in Eden Editor.
  • get3DENParentObtains the provided entity's parent.
  • get3DENSelectedReturns an array of all selected Eden Editor Entities of the given type.
  • getMissionLayerEntitiesReturns all entities within the specific Eden Editor layer and its sub-layers. To be used when the scenario is running, not in the editor workspace.
  • ignore3DENHistoryIgnores all history steps created by executing the given code.
  • is3DENReturns true if the Eden Editor is currently being used.
  • is3DENMultiplayerReturns true if the Eden Editor is in multiplayer mode.
  • is3DENPreviewReturns true if the Eden Editor is currently in mission preview mode, single player or multiplayer. (see also is3DEN, is3DENMultiplayer)
  • load3DENScenarioLoad the provided scenario or an empty scenario in the provided world.
  • move3DENCameraMoves the Eden Editor camera.
  • remove3DENConnectionRemoves connection between entities.
  • remove3DENEventHandlerRemoves Eden Editor event handler of given type and ID.
  • remove3DENLayerRemove Eden Editor editing layer.
  • removeAll3DENEventHandlersRemoves all Eden Editor event handlers of given type.
  • save3DENInventorySaves the current state of entities' inventory to the Mission.sqm.
  • save3DENPreferencesSaves current 3DEN preferences into .3den.Arma3Profile file.
  • set3DENAttachedCursorEntityAttach an entity to the Eden Editor cursor.
  • set3DENAttributeSets one of entity attributes. For the list of all attributes with their properties see Setting Attributes.
  • set3DENAttributesSet entity attributes. An attribute is identified by its `property` (`data` when it is engine-drive attribute) value in config. For the list of all…
  • set3DENGridSets the grid increment for the given transformation type.
  • set3DENIconsVisibleToggle visibility of Eden Editor icons.
  • set3DENLayerSet layer for Eden Entity.
  • set3DENLinesVisibleToggle visibility of Eden Editor lines.
  • set3DENLogicTypeSets the new type of Logic object(s). For other objects use set3DENObjectType.
  • set3DENMissionAttributeSet scenario attribute. An attribute is identified by its `property` (`data` when it is engine-drive attribute) value in config. For the list of all…
  • set3DENMissionAttributesSet scenario attributes. An attribute is identified by its `property` (`data` when it is an engine-driven attribute) value in config. For the list of…
  • set3DENModelsVisibleEnables or disables trigger area visibility.
  • set3DENObjectTypeSets the classname of one or more given Eden Editor objects. For Logic objects use set3DENLogicType.
  • set3DENSelectedChanges selection in Eden Editor to what is inside entities array.

Environment

  • ambientTemperatureReturns ambient temperature on the current terrain in Celsius in format: [airTemperature, blackSurfaceTemperature, whiteSurfaceTemperature]
  • dateReturn the actual in-mission date and time.
  • dateToNumberConvert a date to a float number, based on Jan 1st 00:00:00 = 0 and Dec 31st 23:59:59 = 1. The same day and time in leap year will be different after…
  • dayTimeReturns the current in-game time in hours. For a formatted version of time, see BIS_fnc_timeToString.
  • enableEnvironmentEnable/disable environmental effects: ambient life and/or ambient sound.
  • enableTrafficEnable ambient traffic.
  • environmentEnabledReturns status of enableEnvironment command
  • fogA getter for setFog. Returns the current value of the fog in range 0..1.
  • fogForecastReturns the forecast fog value. A value of 0 means no fog, 1 means maximum fog.
  • fogParamsA getter for setFog (Alt Syntax). Returns extended params for the fog
  • forceWeatherChangeForcibly applies previously set weather settings. Skips smooth transitions. This might cause lag.
  • getObjectViewDistanceGets the values of rendering distances of objects and shadows.
  • getShadowDistanceGets the shadows rendering distance.
  • getTerrainGridA getter for setTerrainGrid, returns the current terrain grid.
  • getTIParametersReturns all Thermal Imaging parameters.
  • gustsReturn the current gusts value.
  • humidityReturns the current humidity value. 0 is no humidity and 1 is 100% humidity. Humidity value quickly changes from 0 to 1 when rain starts, then slowly…
  • initAmbientLifeInitialises the ambient life on local client from `CfgWorlds >> worldName >> AmbientA3`. Has no effect on dedicated server or headless client.
  • lightningsReturn the current lightnings value.
  • moonIntensityReturns the intensity of the moon's brightness in range 0..1.
  • moonPhaseReturns the phase of the in-game Moon on the given date. According to this command, the fullest Moon in Arma 3 at midnight is on `setDate [4804, 7,…
  • nextWeatherChangeReturn the remaining time (in seconds) over which the current weather change will occur.
  • numberToDateConvert float number to a date.
  • overcastReturn the current overcast level. Zero is clear skies, one is maximum cloud cover.
  • overcastForecastReturn the overcast forecast.
  • rainReturns the current value of rain density.
  • rainbowReturns the current rainbow intensity.
  • rainParamsReturns currently set RainParticles params, custom or default.
  • setDateSets mission date and time. Players joining after mission start will get the current server date including the year.
  • setFogSmoothly change the fog over given time (in seconds). See also fogParams.
  • setGustsChanges the gusts value smoothly during the given time (in seconds). A time of zero means there will be an immediate change.
  • setHumiditySets surface humidity. Affects how footsteps sound (dry / wet). humidity is increasing when raining and decreasing when not raining. Exception is if…
  • setLightningsChanges the lightnings value smoothly during the given time (in seconds). A time of zero means there will be an immediate change.
  • setLocalWindParamsSets parameters for helicopter rotor wash. It affects the visual effect of a rotor's downwash, such as blown particles, vegetation wind effect and…
  • setObjectViewDistanceSets the rendering distance of objects and shadows.
  • setOvercastSet overcast to given value smoothly during given time (in seconds). Zero time means immediate change. An overcast setting of zero means clear…
  • setRainSets rain density smoothly over the given transition time. A transition time of zero means an immediate change. A rain density of zero is no rain,…
  • setRainbowChanges the rainbow value smoothly during the given time (in seconds). A time of zero means there will be an immediate change.
  • setShadowDistanceSets the shadows rendering distance.
  • setSimulWeatherLayersSets number of simul weather layers, affects quality of simul weather clouds.
  • setTerrainGridSets the desired terrain resolution in meters.
  • setTimeMultiplierSets a time multiplier for in-game time. The command range is capped at 0.1 - 120 to avoid performance problems.
  • setTIParameterSets the provided Thermal Imaging parameter's value.
  • setTrafficDensitySet the density of ambient cars in a rectangle (in cars per kilometer).
  • setTrafficDistanceSet maximum ambient traffic draw distance (in 2D).
  • setTrafficGapSet the average gap between ambient cars in a rectangle (in meters).
  • setTrafficSpeedSet ambient traffic speed in a rectangle (in kilometers per hour).
  • setViewDistanceSet rendering distance. Setting view distance to <= 0 resets the value to the client's options (set in `Options → Video → General → Visibility →…
  • setWavesChanges the waves value smoothly during the given time (in seconds). A time of zero means there will be an immediate change.
  • setWindSet current or permanent wind vector.
  • setWindDirChanges the wind direction smoothly.
  • setWindForceSet max. wind overall wind changes in time. A time of zero means there will be an immediate change. A wind level of zero is minimal changes and a…
  • setWindStrChanges the wind strength smoothly during the given time (in seconds). A time of zero means there will be an immediate change.
  • simulCloudDensityReturns density of clouds at given position.
  • simulCloudOcclusionReturns clouds occlusion between two given points.
  • simulInCloudsReturns if given position is in clouds.
  • simulSetHumiditySets simul cloud cover. This command does not affect overcast value.
  • simulWeatherSyncSynchronizes Simul Weather with Arma weather, generates all keyframes.
  • skipTimeJumps the specified number of hours forward or backward. The time of day and tides are adjusted, but no changes are made to any units.
  • sunOrMoonReturns the moon to sun transition state in range 0..1.
  • timeMultiplierReturns the value set with setTimeMultiplier.
  • viewDistanceReturns the rendering distance.
  • wavesReturn waves value.
  • windReturns the current wind vector (in m/s).
  • windDirReturns the current wind azimuth.
  • windStrReturns the current wind strength.

Event Handlers

  • add3DENEventHandlerAdds an Eden Editor Event Handler.
  • addEventHandlerAdds an Event Handler to the given object. - As many Event Handlers of any type can be added - existing Event Handlers do not get overwritten - Use…
  • addMissionEventHandlerAdds event handler attached to the current mission and returns event handler handle. For the list of available mission event handlers see: Arma 3:…
  • addMPEventHandlerAdds a multiplayer event handler (EH) to the given object and returns EH handle. See Event Handlers.
  • addMusicEventHandlerAdds playMusic event handler. Returns id of the handler or -1 when failed. Like addMissionEventHandler, the music event handler is attached to the…
  • addPublicVariableEventHandlerThis event handler will detect if a missionNamespace variable (it is attached to) has been broadcast over network with publicVariable,…
  • addUserActionEventHandlerAdds a user action event handler to the current mission and returns its event handler index.
  • ctrlAddEventHandlerAdd an event handler to the given control.
  • ctrlRemoveAllEventHandlersRemove all event handlers from the given control.
  • ctrlRemoveEventHandlerRemove a given event handler from the given control.
  • ctrlSetEventHandlerSets given event handler of given control: any previously added event handler is removed.
  • diag_allMissionEventHandlersReturns an array with all mission event handlers.
  • displayAddEventHandlerAdds an event handler to the given display. See User Interface Event Handlers for the full list of event names.
  • displayRemoveAllEventHandlersRemove all event handlers from the given display.
  • displayRemoveEventHandlerRemove a given event handler from the given display.
  • displaySetEventHandlerSets given event handler of given display. The return code of the provided function should indicate whether this event was handled correctly.
  • editorSetEventHandlerSets given event handler of given editor.
  • getEventHandlerInfoQueries given event handler's information.
  • inGameUISetEventHandlerSets given event handler of in-game UI. If EH function returns true, performed action is overridden.
  • onBriefingGroupSelect a sound declared in the Description.ext of the mission to be played the first time the Group tab is selected in the briefing.
  • onBriefingNotesSelect a sound declared in the Description.ext of the mission to be played the first time the Notes tab is selected in the briefing.
  • onBriefingPlanSelect a sound declared in the Description.ext of the mission to be played the first time the Plan tab is selected in the briefing.
  • onBriefingTeamSwitchSelect a sound defined in the CfgSounds of the mission to be played the first time the TeamSwitch tab is selected in the briefing.
  • onCommandModeChangedDefines code performed when hc command mode changes either because of (Left Ctrl + Space) shortcut or hcShowBar scripting command.
  • onEachFrameRuns given statement every frame in an unscheduled environment.
  • onGroupIconClickDefines an action performed when player clicked on group marker (3D or in a map). The code executed once.
  • onGroupIconOverEnterDefines an action performed when player moves pointer over group marker (3D or in a map). The code will execute continuously while pointer is over…
  • onGroupIconOverLeaveDefines an action performed when pointer, previously positioned over icon, is moved away from it (3D or in a map). The code is executed once.
  • onHCGroupSelectionChangedDefines an action performed when high command group selection has been changed.
  • onMapSingleClickDefines the action performed when user clicks in map by executing command string.
  • onPlayerConnectedThis command will execute the provided code on the server whenever a player connects to a multiplayer session.
  • onPlayerDisconnectedThis command will execute attached code whenever a player is leaving an MP session. The code will receive a number of special variables:
  • onPreloadFinishedDefines an action performed after the preload screen finished. Preload event occurs after briefing screen on mission start.
  • onPreloadStartedDefines an action performed just before the preload screen started. Preload event occurs after briefing screen on mission start.
  • onTeamSwitchDefines an action performed when the team switch is finished. Commandset receives the following special variables: *_from* object previous unit,…
  • remove3DENEventHandlerRemoves Eden Editor event handler of given type and ID.
  • removeAll3DENEventHandlersRemoves all Eden Editor event handlers of given type.
  • removeAllEventHandlersRemoves all event handlers of given type that were added by addEventHandler and resets event handler's creation index to 0.
  • removeAllMissionEventHandlersRemoves all mission event handlers of the given type which were added by addMissionEventHandler.
  • removeAllMusicEventHandlersRemoves all music track event handlers of given type.
  • removeAllUserActionEventHandlersRemoves all UserAction event handlers of the given type which were added by addUserActionEventHandler.
  • removeEventHandlerRemoves a given Event Handler that was added with addEventHandler.
  • removeMissionEventHandlerRemoves mission event handler added by addMissionEventHandler.
  • removeMPEventHandlerRemoves MP event handler added by addMPEventHandler.
  • removeMusicEventHandlerRemoves specified music track event handler. See Arma 3: Event Handlers#Music Event Handlers.
  • removeUserActionEventHandlerRemoves a UserAction event handler. For a list of available UserAction event handlers, see: Arma 3: Mission Event Handlers.
  • setMusicEventHandlerSets given music track event handler. Will overwrite other music event handlers.

Flags

  • flagReturns the original flag pole of the flag the unit is carrying.
  • flagAnimationPhaseReturns flag position on the flag pole.
  • flagOwnerReturns the global owner of a flag. A getter for setFlagOwner. Note that owner of a flag is Object rather than Number, as how it is usually with…
  • flagSideReturns Side of the local instance of the flag. A getter for setFlagSide.
  • flagTextureReturns texture of the local instance of the flag. A getter for setFlagTexture. It will not return flag textures applied using forceFlagTexture, use…
  • forceFlagTextureForces a flag texture onto a flag carrier (unit, vehicle or flag pole). No flag holder is required. If `""` is used as texture, the texture is…
  • getForcedFlagTextureA getter for forceFlagTexture. Forced texture is different from your normal flag texture, which can be retrieved with flagTexture
  • setFlagAnimationPhaseSets flag position on the flag pole. To animate flag use BIS_fnc_animateFlag.
  • setFlagOwnerSets flag owner. When owner is set to objNull or any object other than a unit of class man or logic, flag is returned to the flagpole. A flag owned…
  • setFlagSideSets flag Side. A flag may be taken by any unit that is enemy to the side that owns the flag.
  • setFlagTextureSets flag texture.

Game 2 Editor

  • addEditorObjectAdd an object to the editor and assign arguments. Create script is,called with _new equal to true. Returns the ID of the new EditorObject.,Subtype…
  • addMenuAdds a new menu button. Priority is optional.
  • addMenuItemCreates a new menu item. Menu can be "file" or "view",index is index,as returned from addMenu command. priority is optional and determines,where in…
  • allow3DModeAllow/dissallow 3D mode.,
  • allowFileOperationsAllow/dissallow file ops (load/save etc).
  • clearOverlayClear the current overlay.
  • closeOverlayCloses the current overlay without committing.
  • collapseObjectTreeCollapse the object tree.
  • commitOverlayCommit the current overlay.
  • createMenuCreates a previously added menu.
  • deleteEditorObjectDelete the editor object. Requires all editor object links to be removed prior.
  • drawLinkThe editor will draw a line between the two specified editor objects. Line type can be LINE or ARROW.
  • editObjectShow the edit object dialog for the given object.
  • editorSetEventHandlerSets given event handler of given editor.
  • evalObjectArgumentReturn argument in mission editor of a given object.
  • execEditorScriptExecute an editor script for the specified object.
  • findEditorObjectReturn object that matches the provided reference.
  • fromEditorReturn if given team was inserted directly from mission editor.
  • getEditorCameraFetches a reference to the mission editor camera.
  • getEditorModeReturns the current mode of the editor.
  • getEditorObjectScopeReturns the editor object scope of the specified editor object.
  • getObjectArgumentReturn name of object argument in mission editor.
  • getObjectChildrenReturn a list of all the children of the specified object.
  • getObjectProxyReturn the proxy object associated with the given editor object.
  • importAllGroupsImports all groups into the RTE.
  • insertEditorObjectInsert an object to the editor and assign arguments. Create script is,not called. Returns the ID of the new EditorObject. Subtype class is,optional.
  • isRealTimeReturns true if the mission editor is operating in real time mode.
  • isShowing3DIconsReturns true if the editor is set to draw 3D icons.
  • listObjectsReturn the list of all objects of given type.
  • loadOverlayCreates the load overlay dialog for the specified type of overlay.
  • lookAtPosPoint the camera and center the map on the position.
  • moveObjectToEndShifts an editor object to the end of the objects array. This means,that the object will be drawn last (after all other objects).
  • newOverlayCreates the new overlay dialog for the specified type of overlay.
  • nextMenuItemIndexReturns the next available menu item index.
  • nMenuItemsReturns the total number of user-added menu items belonging to the given menu.
  • onDoubleClickDefines an action performed when the user double clicks on the map. Command receives:,_pos array position,_units array selected units,_shift,_alt…
  • onShowNewObjectDefines an action performed when the user right clicks on the map and,selects New Object. Set to empty for default behavior. Command receives:,_pos…
  • removeDrawIconRemoves an icon for an editor object.
  • removeDrawLinksRemove all drawn links for the given editor object for the given editor,object type. Pass an empty string as param type to remove all draw,links for…
  • removeMenuItemRemoves a previously added menu item.
  • restartEditorCameraRestarts the mission editor camera (if it was deleted by a script,for example).
  • saveOverlaySave the current overlay.
  • selectedEditorObjectsReturns a list of currently selected editor objects.
  • selectEditorObjectSelect an editor object. Does not un-select previously selected objects.
  • setDrawIconSet the icon to be shown in 2D editor for the specified editor object. If maintain size is false,icon will not scale depending on the scale,of the…
  • setEditorModeSets map mode to MAP,3D or PREVIEW.
  • setEditorObjectScopeThis command defines the level of access a user has to editor objects.
  • setFromEditorSet if given team member was inserted directly from editor.
  • setObjectArgumentsSet object arguments in mission editor.
  • setObjectProxySet the proxy object associated with the given editor object.
  • setVisibleIfTreeCollapsedSets whether or not the object is visible even if the tree is collapsed.
  • show3DIconsToggle the drawing of 3D icons.
  • showLegendShow/hide map legend.
  • showNewEditorObjectShow the add editor object dialog,type is editor object type,class is,class definition to automatically select,side filters by a certain,side,pos is…
  • updateDrawIconUpdates the icon to be shown in 2D editor for the specified editor,object. If maintain size is false,icon will not scale depending on the,scale of…
  • updateMenuItemSets the text and command for the menu item. Index is index returned by addMenuItem command. Command is optional.
  • updateObjectTreeUpdate the editor object tree.

Groups

  • allGroupsReturn a list of all groups created on the following sides east, west, resistance/independent and civilian only. Does not contain groups of sideLogic.
  • allowFleeingSets the cowardice level (the lack of courage or bravery) of a group or unit.
  • assignedGroupReturns Group to which the given vehicle was added last with addVehicle. To update assignedGroup to the current group, run addVehicle to the current…
  • assignedVehiclesReturns all vehicles added to the given Group with addVehicle.
  • assignTeamAssigns the unit (in case of a vehicle, its commander) to the given team. Team is an option in group control (unit management) menu that allows to…
  • attackEnabledReturn whether a group's leader can issue attack commands to soldiers under his command.
  • combatBehaviourReturns combat behaviour of unit or group. To set unit or group behaviour see setCombatBehaviour. The behaviour is one of:
  • combatModeReturns the combat mode of the given AI group. See setCombatMode for more information about combat modes.
  • commandMoveOrder the given unit(s) to move to the given location (via the radio). Exactly the same as doMove, except this command displays a radio message.
  • commandStopOrder the given unit(s) to stop via radio. A stop command will never finish, the unit(s) will never be ready.
  • commandTargetOrder the given unit(s) to target the given target (via the radio). Command given to the player, puts a red square with words Target and Distance on…
  • createGroupCreates a new Group for the given Side. Using this command if the group limit is reached will return grpNull. The new Group exists globally, but it's…
  • deleteGroupDestroys the given group - the group must be empty and local to the machine executing this command.
  • deleteGroupWhenEmptyMarks given group for auto-deletion when group is empty. true will mark the group for auto-deletion once empty, false will simply unmark the group…
  • dissolveTeamDissolves the given team. All members become members of the main team.
  • enableAttackSet if leader can issue attack commands to the soldiers in his group.
  • forgetTargetResets the info a group has about a target, forcing knowsAbout value to 0.
  • formationReturns the current formation of a group.
  • formationDirectionReturn the direction in degrees of the 'unit' watching in formation.
  • formationMembersReturn list of units (drivers) in the formation.
  • formationTaskReturn the current task of the unit in the formation.
  • groupReturns the group a unit is assigned to.
  • groupFromNetIdGet group from the provided unique ID. For objects, use objectFromNetId.
  • groupIdReturns a group's name or a unit's group ID number.
  • groupsReturns an array with all groups of given side.
  • grpNullA non-existing Group. To compare non-existent groups use isNull or isEqualTo:
  • inAreaArrayIndexesReturns indices of positions that are within the provided area.
  • isFormationLeaderReturns true if the specified unit is subgroup leader.
  • isGroupDeletedWhenEmptyChecks if the given group marked for auto-deletion when empty. See deleteGroupWhenEmpty.
  • joinJoins units into a given Group.
  • joinAsJoins the unit to the given group, if position id is available, this one is used.
  • joinAsSilentJoins the unit to the given group, if position id is available, this one is used. Avoid any radio communication related to joining.
  • joinSilentJoin all units in the array to given group silently (without radio message). To have a group member leave a group, join him with the grpNull group…
  • leaderReturns the group leader for the given unit or group. For dead units, objNull is returned.
  • leaveVehicleCeases the using of the vehicle by a group and unassigns vehicle from the group. If the argument is a single unit, the vehicle will be unassigned…
  • onBriefingGroupSelect a sound declared in the Description.ext of the mission to be played the first time the Group tab is selected in the briefing.
  • resetSubgroupDirectionSets formation direction of a group relative to current direction of the group leader. The group units will change their positions to form new…
  • selectLeaderSelect the group's leader. Group locality can be checked with local command and group ownership with groupOwner command.
  • setBehaviourSets individual unit behaviour on every unit in a group.
  • setBehaviourStrongSets individual unit behaviour on every unit in a group and additionally tries to force this behaviour to the unit's group. Alternatively see…
  • setCombatBehaviourSets an individual unit entity behaviour (main syntax) or a group entity behaviour (alternative syntax). The group in this case is a Group entity and…
  • setCombatModeSets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode.
  • setFormationSet group formation.
  • setFormDirSets group formation heading. Accepted heading range is 0 to 360. Formation is facing this direction unless enemy is seen. When group is moving, this…
  • setGroupIdSets the group radio callsign, how it will be displayed in radio chat. Two groups on the same side cannot have the same callsign (possible on…
  • setGroupIdGlobalA global equivalent of setGroupId.
  • setSpeedModeSets group speed mode. If unit is passed as param, unit's group is used. Mode may be one of: - "UNCHANGED" (unchanged) - "LIMITED" (half speed) -…
  • speedModeReturns speed mode of the group, which can be any of the following: - "LIMITED" - "NORMAL" - "FULL"
  • unassignTeamUnassigns the unit (in the case of a vehicle its commander unit) from his team. This is equal to unit assignTeam "MAIN".
  • unitsReturns an array with all the units in the group or unit's group, or all units belonging to a certain side.

GUI Control

  • activeTitleEffectParamsReturns type, effect, speed and map visibility of the given active title effect (see allActiveTitleEffects)
  • allActiveTitleEffectsReturns a list of all layers that have currently active title effect. Numbers equal to or greater than 0 represent cut layers, where as -1 represents…
  • allControlsReturns a list of all controls in the provided display or controls group, including "sub"-controls from other CT_CONTROLS_GROUPs.
  • allCutLayersReturns all named layers used by cutRsc, cutText, cutObj or cutFadeOut. The layer normally would be added on the first use of any of the…
  • allDisplaysReturns a list of all opened GUI displays.
  • buttonActionReturns the action assigned to a control of the currently active user dialog. Can be used for buttons and active texts. Read Arma: GUI Configuration…
  • buttonSetActionSet the action of a control of the currently active user dialog. The script statement is executed on button release and `_this` is available, but…
  • cbCheckedReturns the current state of a CT_CHECKBOX control.
  • cbSetCheckedSets the current state of a CT_CHECKBOX control. Use `"CheckedChanged"` control event handler with it.
  • closeDialogCloses the currently active dialog with exit code. It does not instantly close the dialog but does it on next simulation cycle. Most common exit…
  • closeDisplayCloses given display with exit code. It does not instantly close the display but does it on next simulation cycle. Most common exit codes are:
  • controlNullA non-existing Control. To compare non-existent objects use isNull or isEqualTo (see examples).
  • controlsGroupCtrlReturns a child control with specified idc from a controls group
  • createDialogCreates a dialog which is defined either in the mission's description.ext, in the campaign's description.ext or in the global resource.cpp. The given…
  • createDisplayCreates child display of given display and loads from "resourceName". The notable difference between createDisplay and createDialog is that with…
  • createGearDialogOpens gear dialog for given unit.
  • createMissionDisplayCreate single missions display as a child of given display. The mission dialog will be set to the directory given as an argument "root".
  • createMPCampaignDisplayCreate a MP campaign display. The class name must be a mission collection declared in the configs; for example, `configFile >> "CfgMissions" >>…
  • ctrlActivateLaunches action attached to given (button based) control. Command ignores control disabled state. (Example 2).
  • ctrlAtReturns the control at the specified coordinates.
  • ctrlAutoScrollDelayReturns number of seconds auto-scroll will wait before scroll and/or rewind. -2 if scrollbar not present.
  • ctrlAutoScrollRewindReturns true if auto-scroll should move back to start after it reaches the end.
  • ctrlAutoScrollSpeedReturns number of seconds to auto-scroll one line. -1 if auto-scroll is disabled. -2 if scrollbar not present.
  • ctrlBackgroundColorReturns control's background color.
  • ctrlCheckedReturns the current state of given CT_CHECKBOXES control. Since Arma 3 v1.72 it is possible to query multiple checkboxes by providing checkbox index.…
  • ctrlClassNameReturns the class name of a Control as it is defined in config. If you need config class of a game created Display, it is stored on display itself:
  • ctrlCommitCommits control animation to last specified duration.
  • ctrlCommittedCheck if the control animation is finished.
  • ctrlCreateCreates a new control in the given display.
  • ctrlDeleteDeletes given control. The control has to be created either by script with ctrlCreate or to have `deletable` property in config set to 1.
  • ctrlEnableEnables or disables a control of the currently active user dialog. Disabled controls cannot be clicked onto. Read Arma: GUI Configuration for more…
  • ctrlEnabledReturns if a control on the currently active user dialog is enabled. Disabled controls cannot be focused. Read Arma: GUI Configuration for more…
  • ctrlFadeReturns the current fade factor of control.
  • ctrlFontHeightReturns control's font size, usually `sizeEx` value (see ctrlSetFontHeight).
  • ctrlForegroundColorReturns control's foreground color.
  • ctrlGetPropertyReturns one or multiple given properties of given control.
  • ctrlIDCReturns control IDC.
  • ctrlIDDReturns display IDD.
  • ctrlParentReturns the parent Display of the given control. For parent Controls group see ctrlParentControlsGroup.
  • ctrlParentControlsGroupReturns the parent control of a given child control. If the control is not part of a CT_CONTROLS_GROUP control then controlNull is returned. To…
  • ctrlScrollValuesReturns scroll values for current scrollbars in range 0...1 (-1 if not applicable) for the following controls: - CT_CONTROLS_TABLE -…
  • ctrlSetActiveColorSets text color of given control when it is selected.
  • ctrlSetAngleSets the rotation of a control set as `ST_PICTURE`. Rotation will be done within the control boundaries, so if the X and Y are given off center, the…
  • ctrlSetAutoScrollDelaySets number of second before auto-scroll starts/rewinds. Setter for ctrlAutoScrollDelay.
  • ctrlSetAutoScrollRewindDefines if scroll should rewind when auto-scroll reach end. Setter for ctrlAutoScrollRewind.
  • ctrlSetAutoScrollSpeedSets number of second required to scroll to next line. If speed < 0, auto-scroll is disabled. Setter for ctrlAutoScrollSpeed.
  • ctrlSetBackgroundColorSets background color of given control. Only affects: - CT_COMBO - CT_STATIC - CT_STRUCTURED_TEXT - CT_MAP - CT_MAP_MAIN - Arma 3 v2.02 CT_BUTTON -…
  • ctrlSetCheckedSets checked state of a CT_CHECKBOXES control.
  • ctrlSetDisabledColorSets the colorDisabled attribute of a control.
  • ctrlSetFadeSets wanted transparency for control animation. Requires ctrlCommit to commit changes. To hide or show a control instantly, use ctrlShow.
  • ctrlSetFocusSets the input focus on given control.
  • ctrlSetFontSets the font for given control (see available fonts)
  • ctrlSetFontHeightSecondarySets the font size of the secondary text of given control.
  • ctrlSetFontSecondarySets the font size of the secondary text of given control.
  • ctrlSetForegroundColorSets foreground color of the given control.
  • ctrlSetPropertySets one or multiple given properties of given control.
  • ctrlSetScrollValuesSets scroll values for current scrollbars in range 0..1 for the following controls: - CT_CONTROLS_TABLE - CT_CONTROLS_GROUP - CT_TREE - CT_LISTBOX -…
  • ctrlSetShadowSets 'shadow' property of the control: - 0 - no shadow - 1 - shadow - 2 - outline
  • ctrlSetStructuredTextSet the Structured Text which will be displayed in structured text control.
  • ctrlSetTextSets the text of a control of the currently active user dialog or display. This command can be used for static texts, buttons, edit lines and active…
  • ctrlSetTextColorSets text color of given control. As of Arma 3 v1.40 this command can also be used to change fill-color of a CT_PROGRESS control.
  • ctrlSetTextColorSecondarySets the secondary text color of a text control.
  • ctrlSetTextSecondarySets the secondary text of a text control.
  • ctrlSetTextSelectionSelects `length` characters of edit control from the `start` position and places cursor at the end of selection.
  • ctrlSetTooltipSets tooltip text of given control.
  • ctrlSetTooltipColorBoxSets tooltip border color of given control.
  • ctrlSetTooltipColorShadeSets tooltip background color of given control.
  • ctrlSetTooltipColorTextSets tooltip text color of given control.
  • ctrlSetTooltipMaxWidthSet maximum width of a control's tooltip.
  • ctrlSetURLSets URL property of the given control subject to `allowedHTMLLoadURIs[]` whitelisting in CfgCommands config. Supported controls are: - `CT_BUTTON` -…
  • ctrlSetURLOverlayModeSets how to handle opening of URL, default browser or Steam overlay. Possible values: - 0 - default browser - 1 - Steam overlay if enabled, otherwise…
  • ctrlShadowReturns 'shadow' property of the control (see ctrlSetShadow).
  • ctrlShowShows or hides a control, or group of controls together with all the controls inside that group of controls.
  • ctrlShownReturns whether given control is shown.
  • ctrlStyleReturns the provided control's style. See Arma: GUI Configuration#Control Styles.
  • ctrlTextReturns the text of a control of the currently active user dialog. This command can be used on static texts, buttons, edit lines and active texts as…
  • ctrlTextColorReturns control's text color
  • ctrlTextHeightReturns the text control's height. Supported control types: - CT_STATIC - CT_STRUCTURED_TEXT - CT_EDIT - Arma 3 v2.06 CT_XKEYDESC - Arma 3 v2.06…
  • ctrlTextSecondaryReturns the secondary text of a text control.
  • ctrlTextSelectionReturns edit control text selection in format [start, length, selectedText].
  • ctrlTextWidthReturns the width of the control text including left and right margins (0.008 each).
  • ctrlTooltipReturns the tooltip property of a button control. Getter for ctrlSetTooltip.
  • ctrlTypeReturns number representing the type of control, which is also defined by *type* property in config. For more information see Arma: GUI Configuration
  • ctrlURLReturns the URL property of a button control. Getter for ctrlSetURL.
  • ctrlURLOverlayModeReturns the URL overlay mode 0, 1, 2 (see ctrlSetURLOverlayMode) or -1 if something went wrong.
  • ctrlVisibleReturns if a control of the currently active user dialog is shown or not. Read Arma: GUI Configuration for more information about user dialogs and…
  • ctrlWebBrowserActionExecutes an action on a WebBrowser control. The type of parameters depends on the action type. Possible Actions are:
  • cutFadeOutTerminates the effect in the given layer by fading it out according to the given duration. If named layer is used and it doesn't exist, it will be…
  • cutObjDisplays an object defined in the global config in `CfgTitles`.
  • cutRscDisplay a resource defined in RscTitles of the mission's Description.ext, the campaign's description.ext or the global config.
  • cutTextDisplays a text message in the center of the screen. The text can be displayed on multiple lines by using "\n" new line characters: `cutText…
  • dialogTests whether any user dialog is open.
  • disableSerializationDisable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types).
  • displayChildReturns child display of the given display.
  • displayCtrlReturn child control with specified idc.
  • displayNullA non-existing Display. To compare non-existent displays use isNull or isEqualTo:
  • displayParentReturns parent display of the given display.
  • displayUniqueNameGet the provided display's UI On Texture unique name.
  • displayUpdateSet the provided display to update its UI On Texture render.
  • findDisplayFinds a display by its IDD which can either be defined in missionConfigFile (description.ext) or configFile (config.cpp) or by its UI On Texture's…
  • focusedCtrlReturns display's focused control.
  • gearIDCAmmoCountReturns ammo count of assigned magazine.
  • gearSlotAmmoCountReturns ammo count of assigned magazine.
  • gearSlotDataReturns gear slot item name.
  • getTextWidthReturns estimated width of the text based on font type and size. Similar to ctrlTextWidth but does not require a control and can be used to estimate…
  • getUserMFDTextReturns array of user text variables used in MFD.
  • htmlLoadLoad HTML from file or URI using given control. File path is relative to current mission dir or an absolute path (with drive letter etc.). The…
  • imageCreates a structured text containing the given image. Use setAttributes to set additional attributes on the image.
  • isSteamOverlayEnabledReturns true if Steam overlay is enabled, otherwise false.
  • isUIContextReturns true if the script originated from some UI control event, for example from "onButtonDown" EH. Exists within parent scope and immediate child…
  • lbTooltipReturns tooltip for ListBox, ComboBox and Toolbox
  • preloadTitleObjPreloads data for the given resource object.
  • preloadTitleRscResource title - preload data. The resource can be defined in the Description.ext file.
  • progressPositionReturns the current position in the progress bar.
  • progressSetPositionSets progress position of a progress bar.
  • setUserMFDTextStored user text value in MFD, limit is 50, user0...user49
  • sliderPositionReturns current thumb position of CT_SLIDER or CT_XSLIDER with given idc of topmost user dialog.
  • sliderRangeReturns limits of CT_SLIDER or CT_XSLIDER.
  • sliderSetPositionSets current thumb position of CT_SLIDER or CT_XSLIDER.
  • sliderSetRangeSets limits of CT_SLIDER or CT_XSLIDER.
  • sliderSetSpeedSets slider line step and page step delta amount as well as optional step amount of CT_SLIDER or CT_XSLIDER with given idc of topmost user dialog.
  • sliderSpeedReturns slider step value for line and page movement of CT_SLIDER or CT_XSLIDER.
  • titleCutDisplays text on screen.
  • titleFadeOutTerminate the title effect and set duration of the fade out phase to the given time. Same as cutFadeOut but for the title layer.
  • titleObjShows object defined in global config in CfgTitles
  • titleRscDisplays a resource defined in RscTitles. Also see cutRsc, with these two commands you can show two different resources at once.
  • titleTextDisplays text across the screen. If used along with cutText two different texts (in different type styles) can be shown at once.
  • uiNamespaceReturns the global namespace attached to user interface.

GUI Control - Controls Table

  • ctAddHeaderAdds a header line of controls according to the HeaderTemplate class. Note that rows and headers are indexed separately.
  • ctAddRowAdds one row of controls according to the RowTemplate class. It returns an array containing row index and array of created controls in a format…
  • ctClearRemoves all the lines from the RscControlsTable. Returns Nothing.
  • ctCurSelReturns index of the selected row. Will take only rows, but not headers into account.
  • ctDataReturns metadata associated with a particular row of a CT_CONTROLS_TABLE control.
  • ctFindHeaderRowsGets array of indices of rows under this header.
  • ctFindRowHeaderGets index of the closest header above this row.
  • ctHeaderControlsReturns array of controls on the header with the given index.
  • ctHeaderCountReturns number of headers (rows not included) in the RscControlsTable.
  • ctRemoveHeadersTakes array of header indices as a parameter and removes headers with those indices. Indices of remaining headers will be recomputed.
  • ctRemoveRowsTakes array of row indices as a parameter and removes rows with those indices. Indices of remaining rows will be recomputed.
  • ctRowControlsReturns array of controls on the row with the given index.
  • ctRowCountReturns number of rows (headers not included) in the RscControlsTable.
  • ctSetCurSelSelects the line with the given index. Will take only rows, but not headers into account. -1 deselects all. Returns Nothing.
  • ctSetDataAssociates metadata (string) with the row determined by the index. Returns Nothing.
  • ctSetHeaderTemplateTakes config path to the new header template. Clears the whole RscControlsTable and sets the new header template.
  • ctSetRowTemplateTakes config path to the new row template. Clears the whole RscControlsTable and sets the new row template (Deleting all rows and headers is easier…
  • ctSetValueAssociates metadata (number) with the row determined by the index. Returns Nothing.
  • ctValueReturns metadata (number) associated with a particular row of RscControlsTable.

GUI Control - Event Handlers

GUI Control - HTML

GUI Control - ListBox

  • ctrlAutoScrollDelayReturns number of seconds auto-scroll will wait before scroll and/or rewind. -2 if scrollbar not present.
  • ctrlAutoScrollRewindReturns true if auto-scroll should move back to start after it reaches the end.
  • ctrlAutoScrollSpeedReturns number of seconds to auto-scroll one line. -1 if auto-scroll is disabled. -2 if scrollbar not present.
  • lbAddAdds an item with the given text to the CT_LISTBOX or CT_COMBO or CT_TOOLBOX.
  • lbClearClear all items from a CT_LISTBOX or CT_COMBO control.
  • lbColorReturns the text color of the item with the given index of the CT_LISTBOX or CT_COMBO with IDC of the topmost user dialog.
  • lbColorRightReturns the text color of the item (right) with the given index of the listbox or combobox with id idc of the topmost user dialog.
  • lbCurSelReturns the index of the selected item of the CT_LISTBOX, CT_LISTNBOX, CT_COMBO or CT_TOOLBOX. For CT_LISTBOX with multi selection enabled use…
  • lbDataReturns the data set in given index of the CT_LISTBOX or CT_COMBO.
  • lbDeleteRemoves the item with the given index from the CT_LISTBOX, CT_COMBO or CT_TOOLBOX.
  • lbIsSelectedChecks whether or not given row of the given listbox is selected.
  • lbPictureReturns the picture name of the item with the given index of the listbox or combobox with id idc of the topmost user dialog.
  • lbPictureRightReturns the right picture name of the item with the given index of the listbox or combobox with id idc of the topmost user dialog.
  • lbSelectionReturns Array of selected rows indices in the given listbox. If listbox is of style LB_MULTI (multi-selection) the array will contain multiple…
  • lbSetColorSets the color of the item (left) with the given index of the listbox or combobox with id idc of the topmost user Dialog to color.
  • lbSetColorRightSets the color of the item (right) with the given index of the listbox or combobox with id idc of the topmost user dialog to color.
  • lbSetCurSelSelects the item with the given index in the listbox, listnbox, combobox, xcombobox, xlistbox
  • lbSetDataSets the additional text (invisible) in the item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given…
  • lbSetPictureSets the left picture in the row with given index of CT_LISTBOX or CT_COMBO.
  • lbSetPictureColorSets the color of item's picture (left) with the given index of the listbox with id idc of the topmost user dialog to the given color. Color is in…
  • lbSetPictureColorDisabledSets the disabled color of item's picture (left) with the given index of the listbox with id idc of the topmost user dialog to the given color. Color…
  • lbSetPictureColorSelectedSets the selected color of item's picture (left) with the given index of the listbox with id idc of the topmost user dialog to the given color. Color…
  • lbSetPictureRightSets the second (right aligned) picture in the item with the given index of the listbox or combobox with id idc of the topmost user dialog. Name is…
  • lbSetPictureRightColorSets the color of the second (right aligned) picture of the given index of the listbox with id idc of the topmost user dialog to the given color.…
  • lbSetPictureRightColorDisabledSets the disabled color of second (right aligned) picture of the item with the given index of the listbox with id idc of the topmost user dialog to…
  • lbSetPictureRightColorSelectedSets the selected color of the second (right aligned) picture of the item with the given index of the listbox with id idc of the topmost user dialog…
  • lbSetSelectColorSets the select color of the item with the given index of the listbox or combobox with id idc of the topmost user dialog to color.
  • lbSetSelectColorRightSets the select color of the of the secondary text (right aligned) of the item with the given index of the listbox or combobox with id idc of the…
  • lbSetSelectedSets the selection state of the given row of the given listbox of style LB_MULTI. The command has to be called for every row which is needed to be…
  • lbSetTextSets the text on the left side of the item with the given index of the listbox or combobox with id idc of the topmost user dialog.
  • lbSetTextRightSets the text on the right side of the item with the given row index of the listbox or combobox with id idc of the topmost user dialog.
  • lbSetTooltipSets tooltip for item with given index of the listbox or combobox with id idc of the topmost user dialog to the given data.
  • lbSetValueSets the additional value in the row with the given index of a CT_LISTBOX or CT_COMBO control.
  • lbSizeReturns the number of items in a CT_LISTBOX or CT_COMBO control. For CT_TOOLBOX size see lnbSize.
  • lbSortSorts listbox entries alphabetically ascending by their lbText.
  • lbSortBySorts given ListBox by either lbText, lbValue or lbData in normal or reversed order, using case-sensitive or case-insensitive comparison. This…
  • lbSortByValueSorts the ListBox entries by lbValue. The entries are sorted in ascending order. Also note that this command will mix up the entries randomly if…
  • lbTextReturns the shown text of the item with the given index of the CT_LISTBOX or CT_COMBO.
  • lbTextRightReturns the shown right text in the item with the given index of the listbox or combobox with id idc of the topmost user dialog.
  • lbValueReturns the additional integer value of the item with the given index of the CT_LISTBOX or CT_COMBO.

GUI Control - ListNBox

  • ctrlAutoScrollDelayReturns number of seconds auto-scroll will wait before scroll and/or rewind. -2 if scrollbar not present.
  • ctrlAutoScrollRewindReturns true if auto-scroll should move back to start after it reaches the end.
  • ctrlAutoScrollSpeedReturns number of seconds to auto-scroll one line. -1 if auto-scroll is disabled. -2 if scrollbar not present.
  • lnbAddArrayAdds list of rows of strings.
  • lnbAddColumnAdds a column at given position.
  • lnbAddRowAdds a row of strings.
  • lnbClearClears all items in the given listbox or combobox.
  • lnbColorReturns the text color of the item with the given position of the 2D listbox. The color is returned in format Color (RGBA).
  • lnbColorRightReturns the right color of given row.
  • lnbCurSelRowReturns the index of the selected row id 2D listbox.
  • lnbDataReturns the additional text (invisible) in an item with the given position of the 2D listbox.
  • lnbDeleteColumnRemoves column with given index from ListNBox control.
  • lnbDeleteRowRemoves row with the given index from the given listbox or combobox.
  • lnbGetColumnsPositionReturns relative screen X of ListNBox control columns position [0.1,0.3,0.6...]. Use lnbSetColumnsPos to set positions.
  • lnbPictureReturns the picture name or path of the item with the given position of the 2D listbox.
  • lnbPictureRightReturns the right picture of given row. The *column* parameter does not matter.
  • lnbSetColorSets the color of the item with the given position of the 2D listbox. Color is in format Color (RGBA).
  • lnbSetColorRightSets the right color.
  • lnbSetColumnsPosSets relative screen X for ListNBox control columns positions. Setter for lnbGetColumnsPosition.
  • lnbSetCurSelRowSelects the row with the given index of the 2D listbox.
  • lnbSetDataSets the additional text (invisible) on the item with the given position of the 2D listbox.
  • lnbSetPictureSets the picture in the item with the given position of the 2D listbox.The picture is searched in the mission, directory, the dtaExt subdirectory of…
  • lnbSetPictureColorSets the cell picture's colour.
  • lnbSetPictureColorRightSets color of the right picture in a CT_LISTNBOX.
  • lnbSetPictureColorSelectedSets the cell picture's colour on cell selection.
  • lnbSetPictureColorSelectedRightSets the color of the right picture when it is selected.
  • lnbSetPictureRightSets the cell's right-picture. The picture is set to the end of the row, the *column* parameter does not matter.
  • lnbSetTextSets the text in the item with the given position of the 2D listbox.
  • lnbSetTextRightSets cell's right-aligned text. Does not replace cell's text.
  • lnbSetTooltipSets tooltip on the item with the given row and column of CT_LISTNBOX.
  • lnbSetValueSets the additional integer value in the item with the position index of the 2D listbox.
  • lnbSizeReturns size of CT_LISTNBOX. This command supports CT_TOOLBOX control since Arma 3 v2.06. For CT_COMBO or CT_LISTBOX see lbSize.
  • lnbSortSorts given multicolumn listbox by lnbText in given column in ascending or descending order.
  • lnbSortBySorts given multi-column ListNBox in the given column by either lnbText, lnbValue or lnbData in normal or reversed order, using case-sensitive or…
  • lnbSortByValueSorts given multicolumn listbox by lnbValue in given column in ascending or descending order.
  • lnbTextReturns the shown text in the item with the given position of the given 2D listbox.
  • lnbTextRightReturns CT_LISTNBOX's right aligned cell text.
  • lnbValueReturns the additional integer value in the item with the given position of the 2D listbox.

GUI Control - Map

  • ctrlMapAnimAddAdds the next frame to the map animation.
  • ctrlMapAnimClearClears the map animation.
  • ctrlMapAnimCommitPlays the map animation.
  • ctrlMapAnimDoneChecks whether the map animation has finished.
  • ctrlMapCursorChanges the default cursor that appears when interacting with a map control to a custom one. Use an empty string to restore the default cursor.
  • ctrlMapDirReturns the current orientation angle of the map control in degrees.
  • ctrlMapMouseOverReturns description of map sign mouse cursor is over. Works with in-game map as well as 2D editor map in edit mode.
  • ctrlMapPositionA getter for ctrlMapSetPosition. Returns map position in format [x, y, w, h]. If map is inside a Controls Group, the x and y position is relative to…
  • ctrlMapScaleReturns the current scale of given map control.
  • ctrlMapScreenToWorldConverts map screen coordinates into world coordinates. Unlike posScreenToWorld, this command returns world position is format [x, y], otherwise it…
  • ctrlMapSetPositionSets position and size of the given map control and recalculates control center. The effect is immediate and no ctrlCommit is necessary, unlike with…
  • ctrlMapWorldToScreenConverts world coordinates into map screen coordinates. This command is identical to posWorldToScreen.
  • drawArrowDraws a single line arrow on the map. As this command needs to be called every frame, it is preferable using the onDraw UI Event Handler. To draw a…
  • drawEllipseDraws an ellipse on the map. Just like with marker or trigger area, negative *a* and *b* will result in hexagon.
  • drawIconDraws an icon on the map. As this command needs to be called every frame, it is preferable using the onDraw UI Event Handler.
  • drawLineDraw a line on the map. Can decrease framerate!
  • drawLocationUsed to draw locations in 2D Editor.
  • drawPolygonDraws given polygon on the given map control with given color. The polygon must consist of at least 3 points.
  • drawRectangleDraws a rectangle on the map.
  • drawTriangleDraws one to multiple triangles on the map.
  • drawXPolygonDraws an N sided polygon on the map.
  • mapCenterOnCameraThe main syntax enables/disables continuous centering of the main map type control on the camera position. Needs to be executed once.
  • posWorldToScreenConverts world coordinates into map screen coordinates. This command is identical to ctrlMapWorldToScreen.

GUI Control - Menu

  • menuActionReturns action stored in item on given path in CT_MENU_STRIP control.
  • menuAddAdds new submenu entry into item on given path.
  • menuCheckedReturns if item on given path is checked or not.
  • menuClearRemoves all entries from given menu strip.
  • menuCollapseCollapses item on given path and all its children.
  • menuDataReturns data stored in menu entry on given path.
  • menuDeleteDeletes menu entry on given path.
  • menuEnableEnables or disables menu entry on given path.
  • menuEnabledReturns if menu entry on given path is enabled or not.
  • menuExpandExpands given menu entry on given path and all its parents so entry is visible.
  • menuHoverReturns path to menu entry mouse is currently hovering over.
  • menuPictureReturns picture set into item on given path.
  • menuSetActionSets new action into menu entry on given path.
  • menuSetCheckSets item on given path to be checked or not. By default menu strip entries are not checkable. Once this command was executed, an entry can become…
  • menuSetDataSets data into menu entry on given path.
  • menuSetPictureSets new picture into menu entry on given path. The picture will be replaced by a tick if the entry was set to checkable with menuSetCheck.
  • menuSetShortcutSets shortcut of given menu strip entry.
  • menuSetTextSets text of given menu strip entry.
  • menuSetURLSets weblink (URL) of given menu strip entry, subject to `allowedHTMLLoadURIs[]` whitelisting in CfgCommands config.
  • menuSetValueSets new value into menu entry on given path.
  • menuShortcutReturns shortcut related to menu entry on given path in form of a bitflag. To get the shortcut text use menuShortcutText.
  • menuShortcutTextReturns a string containing shortcut text for menu item on the given path.
  • menuSizeReturns how many sub entries is in item on given path.
  • menuSortSorts subentries of item on given path by their text.
  • menuTextReturns current text set in menu entry on given path.
  • menuURLReturns current URL set in entry on given path.
  • menuValueReturns current value set in menu entry on given path.

GUI Control - Object

  • ctrlAnimateModelProcess an animation of 3D Arma: GUI Configuration. Command uses name defined by source property and works similar like animateSource command.
  • ctrlAnimationPhaseModelReturns current animation phase of given source. Similar to animationSourcePhase.
  • ctrlModelReturns model used in 3D-Dialog.
  • ctrlModelDirAndUpReturns vectorDir and vectorUp of the model used in 3D-Dialogs. Returns [[],[]] if control is null.
  • ctrlModelScaleReturns 3D control model scale.
  • ctrlModelVectorSideGet the provided control model's vectorSide in 3D-Dialogs.
  • ctrlSetModelSets model for 3D-Dialogs (see Arma 3: createSimpleObject/objects for a p3d models' list).
  • ctrlSetModelDirAndUpSets orientation of 3D control model. It is similar to setVectorDirAndUp command for an object.
  • ctrlSetModelScaleSets 3D control model scale

GUI Control - Positioning

  • ctrlAngleGets rotation info of a control set as `ST_PICTURE`. Supported control types: - CT_STATIC - Arma 3 v2.10 CT_ACTIVETEXT
  • ctrlModelScaleReturns 3D control model scale.
  • ctrlMousePositionReturns position of the mouse on the screen relative to UI Control in UI coordinates. Also works within CT_CONTROLS_GROUPs. In that case, returned…
  • ctrlPositionReturns the current position of 2D control as `[x, y, w, h]` array. For 3D control it returns relative `[x, z, y]`.
  • ctrlScaleReturns the current scale of the control.
  • ctrlSetModelScaleSets 3D control model scale
  • ctrlSetMousePositionSimilar to setMousePosition but relative to the given control.
  • ctrlSetPixelPrecisionSwitches mode of pixel precision (rounding) in a given control interface.
  • ctrlSetPositionSets wanted position and size for 2D control animation. Width and height are optional. ctrlCommit is required to complete the operation.
  • ctrlSetPositionHSets the height of a 2D control. ctrlCommit is required to complete the operation.
  • ctrlSetPositionWSets the width of a 2D control. ctrlCommit is required to complete the operation.
  • ctrlSetPositionXSets horizontal position (x) of the 2D control. ctrlCommit is required to complete the operation.
  • ctrlSetPositionYSets vertical position (y) of a 2D control. ctrlCommit is required to complete the operation.
  • ctrlSetScaleSets scale of a control. Top left corner remains same. This command requires ctrlCommit.
  • getMousePositionReturns mouse position in UI coordinates.
  • getResolutionReturns an array containing all information about current client screen resolution.
  • pixelGridReturns grid size based on screen resolution, UI size and configs: uiScaleFactor, uiScaleMaxGrids.
  • pixelGridBaseReturns grid size based on screen resolution.
  • pixelGridNoUIScaleReturns grid size based on screen resolution and configs: `uiScaleFactor`, `uiScaleMaxGrids`. As mentioned in the name of this command, the user…
  • pixelHReturns the height of one pixel for current resolution.
  • pixelWReturns width of one pixel for current resolution.
  • safeZoneHReturns the height of the screen in screen measurement units. Taken from top left corner of the default viewport (0,0) of the screen and going in the…
  • safeZoneWReturns the width of the screen in screen measurement units. Taken from top left corner of the default viewport (0,0) of the screen and going in the…
  • safeZoneWAbsReturns absolute safeZoneW including all monitors.
  • safeZoneXReturns the X of the left border of the screen, which is also a distance in screen measurement units from top left corner of the default viewport…
  • safeZoneXAbsReturns absolute safeZoneX including all monitors.
  • safeZoneYReturns the Y of the top border of the screen, which is also a distance in screen measurement units from top left corner of the default viewport…
  • setMousePositionMoves mouse pointer to specified position on the screen. x and y could be any number, but will be clipped so mouse never leaves the screen area.

GUI Control - Tree View

  • tvAddAdds an item with given text to Tree View control. The position on Tree View where to add the item and the actual path to this item once added are…
  • tvClearRemoves all items from Tree View with given idc.
  • tvCollapseCollapses tree item pointed to by the path. IDC means id of parent Tree View.
  • tvCollapseAllCollapses all tree items for the given Tree View.
  • tvCountReturns children count on given path. IDC means id of parent Tree View.
  • tvCurSelReturns path to currently selected item. IDC means id of parent Tree View.
  • tvDataReturns string data from item on given path. IDC means id of parent CT_TREE.
  • tvDeleteRemoves an item with given Tree View Path from Tree View.
  • tvExpandExpands tree item pointed to by the path. IDC means id of parent Tree View.
  • tvExpandAllExpands all tree items for the given Tree View.
  • tvIsSelectedReturns true if given treeview item is selected.
  • tvPictureReturns name of picture from item pointed to by path. IDC means id of parent Tree View.
  • tvPictureRightReturns the right picture of a CT_TREE on given path.
  • tvSelectionReturns array of paths to selected items.
  • tvSetColorSets text color on given Tree View Item
  • tvSetCurSelSets cursor to given item on given path. IDC means id of parent Tree View. To deselect all items use [-1] for the path param (*available since Arma 3…
  • tvSetDataSets string data to item on given path. IDC means id of parent Tree View.
  • tvSetPictureSets picture to item selected by path. IDC means id of parent Tree View. Name is picture name. The picture is searched in the mission directory.
  • tvSetPictureColorSets the colour of the picture (set via tvSetPicture) under the specified tree view path.
  • tvSetPictureColorDisabledSets the color of left picture of a tree item defined by path when that item is disabled.
  • tvSetPictureColorSelectedSets the color of the left picture of a tree item defined by path when item is selected
  • tvSetPictureRightSets right picture on the tree view item defined by path.
  • tvSetPictureRightColorSets color of the right picture on the tree view item defined by path
  • tvSetPictureRightColorDisabledSets the color of the right picture of a tree item defined by path when item is disabled
  • tvSetPictureRightColorSelectedSets the color of the right picture of a tree item defined by path when item is selected
  • tvSetSelectColorSets the select color of given path.
  • tvSetSelectedSets the selection state of given treeview item in multi-select control.
  • tvSetTextSets string text to item on given path. IDC means id of parent Tree View.
  • tvSetTooltipSets the tooltip text associated with the specified tree view path.
  • tvSetValueSets scalar data to item on given path. IDC means id of parent Tree View. If the given value is not integer, it will be converted to integer
  • tvSortSorts all children of given path. Text of Tree View entries is used for sorting.
  • tvSortAllSorts all children, including trees deriving from given path. Text of Tree View entries is used for sorting.
  • tvSortByValueSorts all children of given path. Value of Tree View entries is used for sorting. tvSetValue can be used to set the value for a given path.
  • tvSortByValueAllSorts all children, including trees deriving from given path. Value of Tree View entries is used for sorting.
  • tvTextReturns shown text in the item on given path. IDC means id of parent Tree View.
  • tvTooltipGets the tooltip text associated with the specified tree view path.
  • tvValueReturns numeric value set for given tree view path.

HashMap

  • +Add two Numbers, concatenate two Arrays or two Strings, or create a copy of an Array or HashMap.
  • applyApplies the given code to each element of the given data structure and collects the results in an array.
  • countCan be used to count: - The number of elements in an array (returns the already internally known array size) - The number of elements in an array…
  • createHashMapCreates a new empty HashMap.
  • createHashMapFromArrayCreates a new HashMap and initializes it from a key-value pair array
  • createHashMapObjectCreate a HashMap with an Object-Oriented Programming behaviour.
  • deleteAtRemoves array element at the given index and returns removed element (modifies the original array, just like resize or set).
  • forEachExecutes the given command(s) on every item of an Array or a HashMap.
  • getRetrieves a value out of a HashMap after looking it up by its key.
  • getOrDefaultRetrieves a value out of a HashMap after looking it up by its key. When the HashMap doesn't contain the key, the default value is returned
  • getOrDefaultCallRetrieves a value from the HashMap for the given 'key', executes given 'code' if key was not found and returns result. Additionally sets key to the…
  • hashValueProcesses provided *value*'s hash, and encodes it using Base64. The hash algorithm is FNV-1A 64bit.
  • inChecks whether value is in array, unit is in vehicle, position is inside location or ANSI string is part of other ANSI string. If Unicode support is…
  • insertInserts multiple values into Array/String/HashMap.
  • keysRetrieves a list of all keys in a HashMap.
  • mergeMerges two HashMaps.
  • setChanges the element at the given zero-based index of the array.
  • toArrayConverts the supplied String into an Array of Numbers. The numbers in the created array are the decimal Unicode representations of characters.
  • valuesReturns all values stored in the given HashMap. The order of the returned Array corresponds to the order of the Array returned by the keys command.

High Command

  • addGroupIconAdds icon to a group leader. Returns icon ID, Control icons visibility with setGroupIconsVisible. Since Arma 3 v2.22 the offset can be set separately…
  • clearGroupIconsRemoves all icons from group.
  • getGroupIconGet group icon properties. Since Arma 3 v2.22 command also returns 3d offsets.
  • getGroupIconParamsReturns group icons params used for command bar drawing such as color, text, scale, visibility, waypoint visibility, waypoint color.
  • getGroupIconsReturns all group icons. Since Arma 3 v2.22 command also returns 3d offsets.
  • groupIconSelectableReturns whether or not group icons raise onGroupIconClick, onGroupIconOverEnter and onGroupIconOverLeave events.
  • groupIconsVisibleReturns array with group icons visibility. A getter for setGroupIconsVisible
  • hcAllGroupsReturns selected groups in high command.
  • hcGroupParamsReturns parameters describing group in high command bar. Return value is array in format [groupName, teamName] or [] if error.
  • hcLeaderReturns group's high command commander.
  • hcRemoveAllGroupsRemove all groups from unit's high command bar.
  • hcRemoveGroupRemoves group from unit's high command bar.
  • hcSelectedReturns selected groups in high command.
  • hcSelectGroupSelect given group in high command bar.
  • hcSetGroupAdd group to unit's high command bar.
  • hcShowBarShows or hides high command bar. There must be some groups under HC command to show HC bar.
  • hcShownBarReturn whether the High Command bar is shown/active.
  • onCommandModeChangedDefines code performed when hc command mode changes either because of (Left Ctrl + Space) shortcut or hcShowBar scripting command.
  • onGroupIconClickDefines an action performed when player clicked on group marker (3D or in a map). The code executed once.
  • onGroupIconOverEnterDefines an action performed when player moves pointer over group marker (3D or in a map). The code will execute continuously while pointer is over…
  • onGroupIconOverLeaveDefines an action performed when pointer, previously positioned over icon, is moved away from it (3D or in a map). The code is executed once.
  • onHCGroupSelectionChangedDefines an action performed when high command group selection has been changed.
  • removeGroupIconRemove icon with given ID from group.
  • setGroupIconSets group icon properties. Since Arma 3 v2.22 the offset can be set separately for 2d and 3d.
  • setGroupIconParamsSet group icons parameters.
  • setGroupIconsSelectableSets if group icons raise onGroupIconClick, onGroupIconOverEnter and onGroupIconOverLeave events.
  • setGroupIconsVisibleSets if group icons added with addGroupIcon are visible on map and in the HUD.

Interaction

  • actionMake a unit perform an action. See Category:Actions for action names and syntaxes.
  • actionIDs
  • actionKeysReturns Array containing dikCodes of keys, buttons and combos assigned to the given user action. Action names could be found in config class…
  • actionKeysExGives a broken down version of actionKeys return. Returns an Array containing the breakdowns of the dikCodes of keys, buttons and combos assigned to…
  • actionKeysImagesReturns a list of button images or names assigned to the given user action. A maximum of *maxKeys* keys is listed. You can find the action names in…
  • actionKeysNamesReturns a list of button names assigned to the given user action. Action names can be found in config class `ControllerSchemes` or user action names.
  • actionKeysNamesArrayReturns a list of button names assigned to the given user action. You can find the action names in config class ControllerSchemes or user action…
  • actionNameReturns localized name of action.
  • actionNowMake a unit perform an action immediately (without any animation/pre-processing). See the action command for more information.
  • actionParamsReturns Array with params for given user action id (similar to addAction param array).
  • addActionAdds an entry to the action menu of an object. The action can only be activated when in proximity to the object and looking at it. Adding an action…
  • commandingMenuReturns the name of the topmost commanding menu or "" if the menu is closed. For action menu visibility check see isActionMenuVisible. See #Notes for…
  • disableUserInputDisables or enables the keyboard and mouse input. Usually used during cutscenes.
  • drawIcon3DDraws an icon at the given position in the game world. This command has to be executed every frame. Use the Draw3D Mission Event Handler (which is…
  • drawLaserDraws a laserbeam and a lightpoint at the impact location of the laser.
  • drawLine3DDraws a line of a given colour between two 3D positions in the current frame. To be used mostly in a "Draw3D" mission event handler.
  • forcedMapReturns if map was forced by using forceMap command or openMap command with force option
  • forceMapOpens non-interactive main map in background that overrides user screen. To force open interactive map use openMap command.
  • getUserMFDValueReturns array of user text variables used in MFD.
  • groupSelectedUnitsReturns selected units in source group for normal commanding mode (individual units). For the High Command equivalent, see hcSelected.
  • groupSelectUnitSelects a unit from player's group. If player is the leader, the effect of this command is similar to player pressing <kbd>F1</kbd>, <kbd>F2</kbd>,…
  • hiddenActionsGetter for hideActions, see also shownAction.
  • hideActionsHides/unhides user UI actions given by their enum number (see shownAction).
  • hintOutputs a hint message to the right of the screen (left of the screen in Operation Flashpoint) with a sound (except in Armed Assault).
  • hintCDisplays a very basic message dialog in the center of the screen. Player control is taken away until "Continue" is pressed. The message dialog can be…
  • hintCadetShows a text hint only when in cadetMode.
  • hintSilentSame as hint, but without a sound.
  • HUDMovementLevelsReturns movement borders for HUD
  • inGameUISetEventHandlerSets given event handler of in-game UI. If EH function returns true, performed action is overridden.
  • inputActionReturn the state of input devices mapped to given input action.
  • inputControllerReturns the state of controller inputs. The controller is a standard XBOX controller which is selected with Windows XBOX controller scheme.
  • inputMouseReturns the state of mouse button action, alone or in combination with key presses.
  • isActionMenuVisibleReturns true if scroll menu is visible.
  • openGPSOpens or closes minimap if player has `"ItemGPS"` linked in inventory and `"MinimapDisplayComponent"` is not disabled with enableInfoPanelComponent.…
  • openMapOpens or closes in-game map.
  • removeActionRemoves user added action with given ID. This only removes actions added with the addAction command. You cannot remove default game actions, such as…
  • removeAllActionsRemoves all unit's user added actions.
  • setCompassDeclinationSets the declination angle of player's compass, which is the difference between magnetic north and true north.
  • setCompassOscillationThis command sets random heading on the player's compass (both in map and in 3D view) with given frequency, which is also randomised.
  • setHUDMovementLevelsSet min/max movement borders displayed in HUD gauges. Use -1 to skip some value.
  • setRadioMsgSets radio trigger menu title text (0 -> 0 -> map radio). Use "NULL" to disable radio slot. Use "" to restore default title.
  • setUserActionTextChanges user added action (see addAction) menu item text.
  • setUserMFDValueWhen MFD is using user controllers, this command can set values on them. For example, MFD config for Blackfoot has an entry
  • showCommandingMenuCreate the commanding menu described by the given config class or menu name. When the name is empty, the current menu is hidden.
  • showCompassShows or hides the compass on the map screen, if enabled for the mission and you possess the item. (default true)
  • showGPSShows or hides the GPS receiver on the map screen, if enabled for the mission and you possess the item. (default false).
  • showHUDEnable / disable showing of HUD. Defines visibility of weapon crosshair and any informational tags that appear when pointing the weapon at an object…
  • shownActionGet the internal enum of the displayed action (or 0 if none are displayed). Action enums: 1. GetInCommander 1. GetInDriver 1. GetInPilot 1.…
  • shownCompassChecks if client has Compass enabled in description.ext (*showCompass* param) or force enabled with showCompass command.
  • shownGPSChecks if client has GPS receiver enabled in description.ext (*showGPS* param) or force enabled with showGPS command.
  • shownHUDReturns array of Booleans corresponding to the visibility of various HUD elements (see extended showHUD).
  • shownPadChecks if client has Notepad enabled.
  • shownRadioCheck if player has Radio enabled.
  • shownScoretableReturns the state of the score table set with showScoretable command.
  • shownWarrantCheck if player has ID card enabled. Obsolete command.
  • shownWatchChecks if client has Watch enabled in description.ext (*showWatch* param) or force enabled with showWatch command.
  • showPadShows or hides the notebook on the map screen, if enabled for the mission. (default true). It is no longer relevant to Arma 2.
  • showRadioShows or hides the radio on the map screen, if enabled for the mission and you possess the item. (default true).
  • showScoretableForces the score table to be shown, hidden or reset to default functionality. Forcing score table will make it show even in SP.
  • showWarrantEnable ID card.
  • showWatchShows or hides the watch on the map screen, if enabled for the mission and you possess the item. (default true)
  • userInputDisabledReturns whether or not user input is disabled.
  • visibleCompassChecks if the player has compass opened and visible. Keep in mind that the GPS minimap in Arma 3 also shows the direction.
  • visibleGPSChecks if the player has GPS receiver (minimap) opened and visible.
  • visibleMapReturn true if the main map is shown (active). In Arma 3 it also returns true if the respawn screen map is visible.
  • visibleScoretableChecks whether the score table is visible.
  • visibleWatchChecks if the player has watch opened and visible. Keep in mind that the GPS minimap in Arma 3 also shows the time.

Leaderboards

  • leaderboardDeInitDeletes internal class for the leaderboard with given name. Returns true if the board has been found and deinitialized.
  • leaderboardGetRowsReturns values for the given leaderboard; this can be called after the one of the row request function has been called and successfully finished!
  • leaderboardInitInitialize the leaderboard structure for board with given name. Returns true if board is already initialized.
  • leaderboardRequestRowsFriendsRequests given leaderboard to download friends rows from the given leaderboard
  • leaderboardRequestRowsGlobalRequests given leaderboard to download values from global table.
  • leaderboardRequestRowsGlobalAroundUserRequests given leaderboard to download values around the user position in the table.
  • leaderboardsRequestUploadScoreStarts async. operation to upload score to board with given name, value always overwrite the current value in the board. The board has to be…
  • leaderboardsRequestUploadScoreKeepBestStarts async. operation to upload score to board with given name, value is only stored to board if it is better than one already in the board. The…
  • leaderboardStateReturns the state of the board with the given name.

Lights

  • apertureParamsReturns current aperture parameters.
  • diag_lightNewLoadAllows loading of lighting config during the gameplay (effectively changing the current scene lighting). Filename path can be either absolute or…
  • diag_setLightNewOverrides currently used scene lighting. The operand is config that is placed as a string (not file). The changes may not be applied immediately, but…
  • drawLaserDraws a laserbeam and a lightpoint at the impact location of the laser.
  • enableGunLightsToggles the target group's gun lights. disableAI "LIGHTS" will disable the use of gun lights.
  • getLightingGets general environment's light settings.
  • getLightingAtGets provided object's lighting information.
  • isCollisionLightOnReturns true if vehicle collision lights are on otherwise false.
  • isIRLaserOnReturns true if there is a linked and enabled IR on the given weapon.
  • isLightOnReturns true if vehicle headlights are on otherwise false.
  • lightAttachObjectAttach light to given object at given position on object.
  • lightDetachObjectDetach light from object.
  • lightIsOnCheck if lampost is on (shining).
  • setApertureSets custom eye accommodation camera aperture.
  • setApertureNewSets custom camera aperture when HDR is enabled. Provided values should be set such as *minimum* &lte; *standard* &lte; *maximum*.
  • setCollisionLightSwitches collision lights of a vehicle on/off.
  • setLightAmbientSet ambient color of light. This includes surfaces that face away from the light, unlike setLightColor.
  • setLightAttenuationSets attenuation of light. Standard method of attenuation (1 / (constant + linear*dist + quadratic*dist*dist)). *start* param represents distance…
  • setLightBrightnessSet brightness of light. Does nothing for light reflector, for light point the formula is setLightIntensity ((brightness * 50) ^ 2)
  • setLightColorSet diffuse color of light. Illuminates surfaces that are facing the light.
  • setLightConeParsSets the `1. lightreflector`'s cone params.
  • setLightDayLightSets if light can be used during the day.
  • setLightFlareMaxDistanceSets max distance where the flare is visible.
  • setLightFlareSizeSets relative size of the flare for the light.
  • setLightIntensitySets intensity of light directly. setLightBrightness uses setLightIntensity internally, therefore avoid using setLightBrightness alltogether to avoid…
  • setLightIRSets lightpoint in infrared range.
  • setLightUseFlareSets if light has flare.
  • setLightVolumeShapeSets the `1. lightreflector`'s volume shape. An empty shape will switch the light off.
  • setPilotLightSwitches headlights of a vehicle on/off. Note that the vehicle has to be local, for global variant use Arma 3: Actions "LightOn"/"LightOff"
  • switchLightControls whether a lamp is lit or not.

Localization

  • diag_localizedReturns array with all localized keys from the given stringtable or the array of all stringtables names if empty string `""` is given. Common…
  • getTextRawReturns raw text from config entry. If entry is subject to localization, the translation key is returned. To obtain the localized text, see getText.
  • isLocalizedChecks whether given *stringName* is localized.
  • localizeUsed to internationalise text messages. The provided translation key is looked up in Stringtable.xml (or Stringtable.csv).
  • WFSideTextReturns the unlocalized text value of a side or an object's/group's side.

Locations

  • attachObjectAttaches a location to the specified object. To detach a location, attach it to objNull.
  • classNameReturns short name of location. For config class name, see configName
  • createLocationCreates a location of the specified class and dimensions at the specified position. Classes are defined in `CfgLocationTypes`; for possible location…
  • deleteLocationDeletes scripted location.
  • directionReturns the direction an object or a location is facing (differs from getDir in that this also works with locations).
  • drawLocationUsed to draw locations in 2D Editor.
  • importanceReturns a location's importance value.
  • inChecks whether value is in array, unit is in vehicle, position is inside location or ANSI string is part of other ANSI string. If Unicode support is…
  • inAreaChecks whether given position or object is inside given area. Use inAreaArray to check multiple positions/objects within area.
  • inAreaArrayReturns given list of Objects and/or Positions that are in the given area, area defined by a trigger, marker, location or array.
  • inAreaArrayIndexesReturns indices of positions that are within the provided area.
  • locationNullA non-existing Location. To compare non-existent locations use isNull or isEqualTo:
  • locationPositionReturns the position of a location. If the location is attached to an object, that object's position is returned.
  • nameWhen argument is Object, the command returns the name given to a unit using the setIdentity instruction or selected randomly by the game engine if…
  • nearestLocationReturn the closest location of specified class to a given position. Checked range is unlimited (i.e. covers the whole map).
  • nearestLocationsReturns an array of locations of chosen type(s) within the given radius of the given position, sorted from nearest to farthest.
  • nearestLocationWithDubbingFind the nearest location having a non-empty speech.
  • rectangularChecks if a location is rectangular (returns true) or elliptical (returns false).
  • setDirectionSets the orientation of a location. The location's area and map icon (if its type uses an icon) will be rotated to this orientation.
  • setImportanceSets the importance value of location.
  • setNameSets the name of a location or a person (person only in single player).
  • setPositionSets the position of a location.
  • setRectangularSet the shape of a location to be either rectangular or elliptical. Locations default shape is elliptical.
  • setSideSets a location's side. The default side is Unknown.
  • setSizeSets the size (radius) of a location.
  • setSpeechAdd speech to location.
  • setTextSets the text associated with a location. This text will be displayed on the game map at the location's position.
  • setTypeChanges a location to the specified class. Location classes are defined in CfgLocationTypes.
  • sizeReturns a location's size.
  • textCreates a structured text containing the given plain text if argument is String. Use setAttributes to set additional attributes on the text. If the…
  • typeReturns a string of a Location's class name or Task's name (same as taskName).

Map

  • forcedMapReturns if map was forced by using forceMap command or openMap command with force option
  • forceMapOpens non-interactive main map in background that overrides user screen. To force open interactive map use openMap command.
  • getElevationOffsetReturns the map elevation offset from [map]/config.cpp.
  • getObjectIDReturns Visitor ID of the given object. Visitor IDs of static map objects can change if map is in development and updated with new static objects.
  • mapAnimAddAdd next frame to map animation.
  • mapAnimClearClear map animation.
  • mapAnimCommitPlay map animation.
  • mapAnimDoneCheck if map animation is finished.
  • mapGridPositionReturns the map grid position of an object or position.
  • onMapSingleClickDefines the action performed when user clicks in map by executing command string.
  • openMapOpens or closes in-game map.
  • showMapEnable Map (default true).
  • shownMapChecks if client has Map enabled in description.ext (*showMap* param) or force enabled with showMap command.
  • visibleMapReturn true if the main map is shown (active). In Arma 3 it also returns true if the respawn screen map is visible.

Markers

  • allMapMarkersReturns all map marker names, including user-placed markers.
  • createMarkerCreates a new map marker at the given position. The marker will be created for every connected player as well as all JIP players.
  • createMarkerLocalCreates a local marker at the given position - the marker only exists on the machine that created it. The marker name has to be unique, if a marker…
  • deleteMarkerDestroys the given marker.
  • deleteMarkerLocalDestroys the given marker.
  • getMarkerColorReturns marker color for given marker.
  • getMarkerPosReturns marker position.
  • getMarkerSizeReturns the size of the given marker. A getter for setMarkerSize and an alias of markerSize.
  • getMarkerTypeGets type of marker. See CfgMarkers for a list of standard markers.
  • getPlayerIDReturns user DirectPlay ID, which can be used with getUserInfo, and is found in allMapMarkers results and in some mission event handlers such as…
  • inAreaChecks whether given position or object is inside given area. Use inAreaArray to check multiple positions/objects within area.
  • inAreaArrayReturns given list of Objects and/or Positions that are in the given area, area defined by a trigger, marker, location or array.
  • inAreaArrayIndexesReturns indices of positions that are within the provided area.
  • markerAlphaGets the marker alpha. See setMarkerAlpha.
  • markerBrushGets the marker brush. See setMarkerBrush.
  • markerChannelReturns the channel to which a marker belongs.
  • markerColorReturns colour of the given marker. See also setMarkerColor/Local.
  • markerDirGet marker direction.
  • markerDrawPriorityReturns marker draw priority.
  • markerPolylineReturns a polyline marker's path data.
  • markerPosReturns marker position. See also setMarkerPos.
  • markerShadowReturns if the marker is drawn with shadow enabled.
  • markerShapeReturns the shape of given marker. markerShape#Example_2
  • markerSizeReturns marker size. This command is identical to getMarkerSize.
  • markerTextGet marker text.
  • markerTypeGets type of marker. See CfgMarkers for a list of standard markers.
  • setMarkerAlphaSets the marker alpha. This is a modifier to the existing markerColor and will be applied on top of the marker color alpha. The marker is modified on…
  • setMarkerAlphaLocalSets the marker alpha. See setMarkerAlpha.
  • setMarkerBrushSelects the fill texture for the marker ("RECTANGLE" or "ELLIPSE"). Brush is the name of the subclass in `CfgMarkerBrushes`.
  • setMarkerBrushLocalSelects the fill texture for the marker ("RECTANGLE" or "ELLIPSE"). Brush is the name of the subclass in CfgMarkerBrushes.
  • setMarkerColorSet marker's colour. Arma 3's marker colour names and their corresponding RGBA values can be found here: Arma 3: CfgMarkerColors.
  • setMarkerColorLocalSet marker's colour. Arma 3's marker colour names and their corresponding RGBA values can be found here: Arma 3: CfgMarkerColors.
  • setMarkerDirSets the orientation of the marker. Angle is in degrees.
  • setMarkerDirLocalSets the orientation of the marker.
  • setMarkerDrawPrioritySets marker draw priority. Higher priority markers are drawn on top. Default priority is 0.
  • setMarkerPolylineSets a polyline marker's path.
  • setMarkerPolylineLocalSets a polyline marker's path. Works only on the computer that executes this command.
  • setMarkerPosMoves the marker. If position is given in 3D format, `z` coordinate is stored with the marker and will be used when marker is passed to commands like…
  • setMarkerPosLocalMoves the marker. If position is given in 3D format, `z` coordinate is stored with the marker and will be used when marker is passed to commands like…
  • setMarkerShadowSets the shadow property of given marker.
  • setMarkerShadowLocalSets the shadow property of given marker.
  • setMarkerShapeSelects shape (actual type) of the marker. Non-existing marker shape defaults to "RECTANGLE".
  • setMarkerShapeLocalSelects shape (actual type) of the local marker. Non-existing marker shape defaults to "RECTANGLE".
  • setMarkerSizeSets the marker's size.
  • setMarkerSizeLocalSet marker size.
  • setMarkerTextSets the text label of an existing marker.
  • setMarkerTextLocalSets the text label of an existing marker.
  • setMarkerTypeSets marker type. Marker type is a class name from CfgMarkers.
  • setMarkerTypeLocalSets marker type locally. Marker type is a class name in CfgMarkers.

Math

  • ! aReturns the negation of a Boolean expression. This means `true` becomes `false` and vice versa.
  • +Add two Numbers, concatenate two Arrays or two Strings, or create a copy of an Array or HashMap.
  • -Subtracts numbers or arrays from each another, negates a number. For arrays also see deleteAt and deleteRange.
  • a != bReturns whether one value is not equal to another. String comparison is case-insensitive (e.g `"STRINGtext" != "stringTEXT" // returns false -…
  • a % bRemainder of *a* divided by *b*.
  • a && bReturns true only if both conditions are true. In case of the alternative syntax, lazy evaluation is used - if left operand is false, evaluation of…
  • a * bReturns the value of *a* multiplied by *b*.
  • a / bReturns the quotient of two numbers. If the divisor is 0 a *Division by zero* error is shown but the script does not stop and the result of such…
  • a == bCheck if *a* is equal to *b*. String comparison is case-insensitive - use isEqualTo if case sensitivity is needed.
  • a ^ b*a* raised to the power of *b*
  • a greater bReturns true if a is greater than b, else returns false.
  • a greater= bReturns if *a* is greater than or equal to *b*.
  • a less bReturns if *a* is lesser than *b*.
  • a less= bReturns true if a is less than or equal to b, else returns false.
  • a or bReturns true if one or both conditions are true. In case of the alternative syntax, lazy evaluation is used. That means that if left operand is true,…
  • absReturns absolute (positive) value of a real number.
  • andReturns true only if both conditions are true. In case of the alternative syntax, lazy evaluation is used - if left operand is false, evaluation of…
  • bezierInterpolationGets interpolated value based on Bézier curve with given control points (progress value is 0...1 for a curve that starts at pos0 and finishes at posN)
  • ceilThe ceil value of x.
  • decayGraphValuesMultiplies graph values by the given coefficient. The corresponding lower bound value is used instead if the product is smaller than the bound.
  • expExponential function with the base e). Equal to `e^x`.
  • falseAlways false.
  • finiteReturns true if the provided number is finite (not infinite and a valid number).
  • floorReturns the next lowest integer in relation to the provided number.
  • getGraphValuesGenerate graph y - coordinates of all input values within specific x and y range.
  • linearConversionConverts given value from given "from" range to wanted "to" range. If clipping is set to true, the resulting value is guaranteed to be within "to"…
  • lnReturns the natural logarithm of x.
  • logBase-10 logarithm of x.
  • matrixMultiplyReturns resulting matrix from the multiplication of two matrices. First matrix must be of the size n × k, while the second must be of the size k × m,…
  • matrixTransposeReturns transposed version of the given matrix. The matrix is an Array of rows. Each row is an Array of corresponding column values for the row. The…
  • maxThe greater value of a and b.
  • minThe smaller of a and b.
  • modRemainder of a divided by b.
  • notnot a is exactly the same as ! a.
  • orReturns true if one or both conditions are true. In case of the alternative syntax, lazy evaluation is used. That means that if left operand is true,…
  • random| | | |---|---| | | |
  • roundRounds the provided value to the closest integer.
  • sqrtReturns square root of x.
  • toFixedConverts a number into a string, keeping the specified number of decimals. If the desired number of decimals is higher than the actual number, nulls…
  • trueAlways true

Math - Geometry

  • acosArcCosine of a number, result in Degrees
  • asinArcsine of a number, result in Degrees.
  • atanReturns the arcus tangens.
  • atan2ArcTangent of *y/x*. Used to determine the angle of a vector *[y,x]*. Result in Degrees between -180 and 180.
  • atgReturns the arcus tangens.
  • checkVisibilityChecks if one position is visible from another position and how much.
  • cosCosine of a number, argument in degrees.
  • degConverts given value in radians to degrees. 1 degree equals 0.01745 radians or pi / 180.
  • distanceReturns a distance in meters between Objects, Positions or Locations.
  • distance2DReturns a 2D distance (distance projected to X,Y plane) in meters between Objects and/or Positions.
  • distanceSqrComputes the squared distance between two objects or positions. This command is faster than distance by saving a square root operation, useful for…
  • intersectFinds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection,…
  • lineIntersectsChecks for object intersection with a virtual line between two positions. Since Arma 3 v2.20, there is an alternative syntax that does multiple…
  • lineIntersectsObjsReturns a list of objects intersected by the line from *begPos* to *endPos*. Since Arma 3 v2.20, there is an alternative syntax that does multiple…
  • lineIntersectsSurfacesReturns a list of intersections with surfaces and ground from *begPosASL* to *endPosASL*. Doesn't return intersection with sea surface. Works…
  • lineIntersectsWithReturns objects intersecting with the virtual line from *begPos* to *endPos*. By default, the resulting array of intersecting objects is unsorted…
  • pipi (180 degrees converted to Radians).
  • radConverts given value in degrees to radians. 1 radian equals 180 degrees divided by pi.
  • sinSine of x.
  • tanTangent of x, argument in Degrees.
  • terrainIntersectChecks for intersection of terrain between two AGL positions. Returns true if intersects with terrain. For ASL variant see terrainIntersectASL.
  • terrainIntersectASLChecks for intersection of terrain between two ASL positions. Returns true if intersects with terrain. For AGL variant, see terrainIntersect.
  • terrainIntersectAtASLChecks for intersection of terrain between two ASL positions. Same as terrainIntersectASL but returns the intersection ASL position.
  • tgIdentical to tan

Math - Vectors

  • matrixMultiplyReturns resulting matrix from the multiplication of two matrices. First matrix must be of the size n × k, while the second must be of the size k × m,…
  • matrixTransposeReturns transposed version of the given matrix. The matrix is an Array of rows. Each row is an Array of corresponding column values for the row. The…
  • setVectorDirSet object's direction vector. Up vector will remain unchanged.
  • setVectorDirAndUpSets orientation of an object. The command takes 2 vector arrays, one for vectorDir and one for vectorUp.
  • setVectorUpSet object's up vector. Direction of the object remain unchanged. Default object's vectorUp is [0,0,1].
  • vectorAddAdds two arrays of numbers. Replaces BIS_fnc_vectorAdd.
  • vectorCosCosine of angle between two 3D or 2D vectors.
  • vectorCrossProductCross product of two 3D vectors.
  • vectorDiffSubtracts one 3D vector from another. (vector1 - vector2)
  • vectorDirReturns an object's direction vector in world space.
  • vectorDirVisualReturns an object's direction vector in world space and render time scope.
  • vectorDistanceReturns Euclidean distance between two points.
  • vectorDistanceSqrSquared distance between two 3D vectors.
  • vectorDotProductDot product of two 3D vectors.
  • vectorFromToUnit vector, equal to direction from vector1 to vector2. In other words this command produces normalised vector between given 2 points.
  • vectorLinearConversionInterpolates vector between the given *vectorFrom* and *vectorTo* value according to the given range value.
  • vectorMagnitudeMagnitude of a 3D vector.
  • vectorMagnitudeSqrSquared magnitude of a 3D vector.
  • vectorModelToWorldConverts vector direction from model to world space.
  • vectorModelToWorldVisualConverts vector from model to world space in render time scope.
  • vectorMultiplyMultiplies an array of numbers by a scalar or another array of numbers.
  • vectorNormalizedReturns normalised vector (unit vector, vectorMagnitude == 1) of given vector. If given vector is 0 result is a 0 vector as well.
  • vectorSideReturns an object's side vector in world space.
  • vectorSideVisualReturns an object's side vector in world space and render time scope.
  • vectorUpReturns an object's up vector in world space.
  • vectorUpVisualReturns an object's up vector in world space and render time scope.
  • vectorWorldToModelConverts vector direction from world to model space.
  • vectorWorldToModelVisualConverts vector direction from world to model space in render time scope.

Mines

  • addOwnedMineSets ownership of a remotely detonatable mine to a unit. If the unit is a player, an action that allows the player to detonate the mine is added to…
  • allMinesReturns an array of all mines in the mission
  • createMineCreates a mine of the given type.
  • detectedMinesReturns an array of all mines detected by a given side
  • getAllOwnedMinesGets all mine objects this unit has ownership over.
  • mineActiveChecks if the given mine is active.
  • mineDetectedByReturns true if mine has been detected by a given side
  • removeAllOwnedMinesRemoves ownership of all owned mines/explosive devices of the given unit
  • removeOwnedMineRemoves ownership over a remotely detonatable mine from the unit.
  • revealMineSets given mine as known to the side. (Knowledge about a mine is always shared across all units in a side.)

Mission Information

  • activateKeyActivates the given keyname for the current user profile. The keys are used to unlock missions or campaigns. See `keys`, `keysLimit` and `doneKeys`…
  • dayTimeReturns the current in-game time in hours. For a formatted version of time, see BIS_fnc_timeToString.
  • deActivateKeyDeactivates the given keyname for the current user profile. The keys are used to unlock missions or campaigns.
  • enableEndDialogEnables the execution of a custom camera sequence after the players death, coded in onPlayerKilled.sqs.
  • enableSavingEnable / disable saving of the game with an optional autosave.
  • endMissionFinish the mission. Mission saves are deleted. Use failMission if they should not be.
  • estimatedEndServerTimeEstimated end of MP game in seconds converted to serverTime.
  • estimatedTimeLeftSets the estimated time left in the game that is shown in the "Game in progress" screen or in the master browser.
  • failMissionFinish the mission. If the server is set to run persistent mission, failMission will not end the mission when last player gets kicked to the lobby.…
  • forceEndForces mission ending (set with endMission) even if a camera effect or any another condition delays the endMission (mostly in Operation Flashpoint).
  • getMissionConfigReturns Config entry for the given scenario attribute from the 1st tier. The attribute can be config class or config property. If it is defined in…
  • getMissionConfigValueReturns value of the given scenario attribute from the 1st tier. Since only config properties have values, the attribute should be config property.…
  • getMissionDLCsReturns list of DLCs that are used in the mission.
  • getMissionLayerEntitiesReturns all entities within the specific Eden Editor layer and its sub-layers. To be used when the scenario is running, not in the editor workspace.
  • getMissionLayersReturns a list of all layers created in Eden Editor. Designed to be used during a scenario. Default layers (BLUFOR, OPFOR...) are not returned.
  • getMissionPathReturns mission root plus the filename in a form of filepath to be used with commands requiring absolute path such as playSound3D, drawIcon3D,…
  • isKeyActiveChecks whether the given key is active in the current user profile.
  • isSavingReturns the status of autosave request, made when saveGame command is executed. When request is made, the command immediately returns true.
  • isSteamMissionReturns true if the current mission is a Steam Workshop mission.
  • loadGameLoads game from the last autosave made with saveGame. If no autosave exists, restarts the mission. When used in campaign it will also deduct 1 life,…
  • loadStatusLoads object's properties from Objects.sav file in campaign directory (from entry name).
  • markAsFinishedOnSteamMarks current mission as finished on Steam. Returns true if Steam query is successfully started or false otherwise.
  • missionDifficultyReturn difficulty that has been forced for this mission, returns -1 if difficulty is not forced and it is used one from player's options.
  • missionEndReturns mission end type and how it was ended or an empty array [] is mission was not ended.
  • missionNameReturn currently loaded mission file (path to mission.pbo, relative to game exe).
  • missionNameSourceReturn workshop-compatible currently loaded mission file (path to mission.pbo, relative to game exe).
  • missionStartReturns date and time when mission started. Because this command returns the time of the actual start of the mission, it might not be available in…
  • missionVersionReturns the version of the current mission. - Mission from the 2D Editor: 12 - Mission from the Eden Editor: 15 and higher (for example current…
  • saveGameAutosaves the game (used for Retry). The saving is not started immediately, the request for autosave is made instead. To check the status of the…
  • saveStatusSaves object's properties to Objects.sav file in campaign directory as entry name.
  • savingEnabledCheck if saving the game is enabled.
  • selectBestPlacesFind the places with the maximum value of *expression* in the given area. Places can be on water. Results are sorted by value. Search pattern is…
  • serverTimeReturns the time since latest server (re)start in seconds.
  • setDateSets mission date and time. Players joining after mission start will get the current server date including the year.
  • setTimeMultiplierSets a time multiplier for in-game time. The command range is capped at 0.1 - 120 to avoid performance problems.
  • timeReturns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime. Unlike…
  • timeMultiplierReturns the value set with setTimeMultiplier.
  • uiTimeReturns UI time elapsed since mission started (in seconds). Unlike time the uiTime does not stop when game is paused.
  • worldNameReturn the name of the currently loaded world.
  • worldSizeReturns the engine calculated size (terrain side length) of the current world in meters. In Arma, terrains are always square. (BIS_fnc_mapSize may…

Mods and Addons

  • activateAddonsActivates the listed addons.
  • activatedAddonsReturns a list of all activated addons.
  • addonFilesReturns a list of files present in the addon.
  • allAddonsInfoReturns the list of all loaded addons.
  • configSourceAddonListReturns an array of addons (CfgPatches) in which the given config class is defined.
  • configSourceModReturns modDir of the mod that given config class was loaded from.
  • configSourceModListReturns an array of mods (CfgMods) in which the given config class is defined.
  • getLoadedModsInfoReturns information about all loaded modifications.
  • modParamsReturns list of mod parameters according to given options, values are in same order as the given options.
  • unitAddonsReturns list with addons the unit belongs to.
  • verifySignatureCheck if file is signed by any key present in game keys folders. On clients, it does not check against the keys accepted by server.

Multiplayer

  • addMPEventHandlerAdds a multiplayer event handler (EH) to the given object and returns EH handle. See Event Handlers.
  • addPlayerScoresMP server only: Adds player score.
  • addPublicVariableEventHandlerThis event handler will detect if a missionNamespace variable (it is attached to) has been broadcast over network with publicVariable,…
  • addScoreAdds a number to the score of a unit. Negative values will remove from the score.
  • addScoreSideAdds side score. This is shown in the MP score tab as the total score. MP only.
  • adminThis is dedicated server command, which queries the admin state of any client on the network by their client (owner) id.
  • allPlayersReturns a list of all units controlled by connected clients. This includes: - Normal human players (including dead players) - Virtual Entities (see…
  • allUsersReturns a list of player ids of all the users on an MP server.
  • clientOwnerReturns the machine network ID of the client executing the command.
  • didJIPChecks if the current client Joined In Progress.
  • didJIPOwnerChecks if the current owner of supplied Object Joined In Progress. Returns false on clients.
  • disableRemoteSensorsThis command will halt raycasting calculations (on the local machine only) for all groups which don't contain *any* local entities.
  • estimatedEndServerTimeEstimated end of MP game in seconds converted to serverTime.
  • estimatedTimeLeftSets the estimated time left in the game that is shown in the "Game in progress" screen or in the master browser.
  • exportJIPMessagesCreates a log file containing an overview on all JIP (network) messages currently in the JIP queue. The file is created in the same directory as .rpt…
  • forceRespawnForces the unit to respawn. The effect is as if the player pressed the RESPAWN button in the game pause menu; the unit is killed but there is no "X…
  • getClientStateReturns client state in network game. Works on both, client and dedicated server. The following states are possible:
  • getClientStateNumberReturns client state in network game. Works on both, client and dedicated server. The following states are possible:
  • getPlayerIDReturns user DirectPlay ID, which can be used with getUserInfo, and is found in allMapMarkers results and in some mission event handlers such as…
  • getPlayerScoresReturns the unit's table of scores (infantry kills, soft vehicle kills, armor kills, air kills, deaths, total score) in multiplayer or an empty array…
  • getPlayerUIDReturn a UniqueID of the given unit (player).
  • getRespawnVehicleInfoReturns various properties for the respawning vehicle (see Vehicle Respawn). All properties are synched over the network and should be the same on…
  • getServerInfoGet the current server instance's settings from server config.
  • getUserInfoReturns extended information about given server user.
  • getVariableReturns the value of variable in the variable space assigned to various data types. All available data types combinations:
  • groupFromNetIdGet group from the provided unique ID. For objects, use objectFromNetId.
  • groupOwnerReturns the machine network ID of the client to which the group is local. This command only works when called from the server. When called from a…
  • hasInterfaceReturns true if the computer has an interface (a real player). False for a dedicated server or for a headless client.
  • hostMissionHost the multiplayer mission defined in the config class and opens the lobby with the scenario loaded. Must be called in UI action from a dialog.
  • isDedicatedReturns true if the machine executing the command is a dedicated multiplayer server. Returns false in single player.
  • isMultiplayerReturn true if multiPlayer.
  • isMultiplayerSoloReturns true when playing a game in solo multiplayer (for example Apex coop campaign PLAY SOLO option).
  • isPlayerChecks if given person is a player. Returns true for headless clients as well.
  • isRemoteExecutedReturns true if the code context is being remote executed by remoteExec or remoteExecCall. In SP always returns false. See also isRemoteExecutedJIP:
  • isRemoteExecutedJIPReturns true if the code context is being remote executed from the JIP queue by remoteExec or remoteExecCall (when JIP param was set). It is a subset…
  • isServerReturns true if the machine executing the command is the server in a multiplayer game or is running single player. It will return true for both…
  • localCheck if given unit is local on the computer in multiplayer games - see Multiplayer Scripting#Locality.
  • localNamespaceReturns local Namespace attached to the mission. Has the same lifetime as missionNamespace but variables cannot be broadcasted out of or into this…
  • logNetworkRegisters new log file recording a network traffic and returns handle of the log. The log file is saved inside the Arma 3 root folder.
  • logNetworkTerminateTerminates a network log file started with logNetwork with the given handle
  • netIdGet the unique ID of an object or a group.
  • objectFromNetIdGet object with given unique ID. For groups, use groupFromNetId.
  • onPlayerConnectedThis command will execute the provided code on the server whenever a player connects to a multiplayer session.
  • onPlayerDisconnectedThis command will execute attached code whenever a player is leaving an MP session. The code will receive a number of special variables:
  • ownerOn server machine, returns the machine network ID of the client to which the object is local. Otherwise returns 0. For use on clients clientOwner…
  • playableSlotsNumberReturns the number of available slots in mission per side (both empty and taken). In singleplayer mission, it returns number of playable units per…
  • playableUnitsReturns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor,…
  • playerRespawnTimeReturn the player's remaining time before respawn, or -1 if it is not available (such as when the player is alive).
  • playersNumberReturns count of occupied role selection slots for given side. Players who claimed a slot in the lobby but did not start the mission are counted as…
  • publicVariableReliably broadcasts missionNamespace variable and its current value to all computers (server/client).
  • publicVariableClientSend the variable value to the client computer - same limitations regarding variable type as publicVariable.
  • publicVariableServerSend the variable value to the server - same limitations regarding variable type as publicVariable.
  • remoteExecAsks the server to execute the given function or script command on the given target machine(s). - Functions are executed in the scheduled…
  • remoteExecCallUnscheduled version of remoteExec. The only difference between remoteExec and remoteExecCall is that remoteExecCall will run functions in unscheduled…
  • remoteExecutedJIPIDReturns JIP ID of the persistent call generated from JIP queue for the joining player (see remoteExec).
  • remoteExecutedOwnerReturns the machine network ID of the client that initiated Remote Execution.
  • removeAllMPEventHandlersRemoves all MP event handlers of the given type which were added by addMPEventHandler. Command needs to be executed only on one PC for MP event…
  • removeMPEventHandlerRemoves MP event handler added by addMPEventHandler.
  • removeSwitchableUnitRemove a unit from the list of units available for Team Switch.
  • respawnVehicleSets vehicle as respawnable in MP game (see Vehicle Respawn). The vehicle will be spawned at the locality and coordinates it was prior to destruction.
  • roleDescriptionReturns unit description set in the editor and visible on role selection screen in multiplayer.
  • scoreReturns the person's score in MP.
  • scoreSideReturns score for the given side. MP Only.
  • selectPlayerMove player into given unit. Some usage advices: - Avoid using selectPlayer on editor-placed units in multiplayer, as it may, on occasion, lead to…
  • sendAUMessageSend the command to the list of clients.
  • sendUDPMessageSend message to given address using UDP protocol. Returns false if the message has not been delivered
  • serverCommandExecutes the given server command. Requires you to be logged-in admin as client to execute on a client, or provide the serverCommandPassword with the…
  • serverCommandAvailableReturns true if given serverCommand is available on current machine, false if not.
  • serverCommandExecutableReturns true if the serverCommand can be performed on the machine and in this exact environment, otherwise false.
  • serverNameReturns name of the hosting server in MP, "" in SP.
  • serverNamespaceReturns server's namespace. This namespace is only available on the server for the server's uptime duration (same as uiNamespace).
  • serverTimeReturns the time since latest server (re)start in seconds.
  • setGroupOwnerChanges the ownership of a group (and all its units) to a given client. The group leader must not be a player. This command only works when called…
  • setOwnerFrom server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file.
  • setPlayableCreate a multiplayer role for the unit. The roles created this way are used for Join In Progress and Team Switch.
  • setPlayerRespawnTimeSets the time interval (in seconds) that the player must wait before respawn, for the next respawn only. It resets to mission default on mission…
  • setVariableSet variable to given value in the variable space of given element. Can be used to broadcast variables over the network.
  • switchableUnitsReturns a list of playable units available for switching to - Command is relative to the client on which it is executed and will only show playable…

Namespaces

  • allVariablesReturns a list of all variables from the desired namespace.
  • currentNamespaceReturns the current global namespace the script runs in.
  • disableSerializationDisable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types).
  • getVariableReturns the value of variable in the variable space assigned to various data types. All available data types combinations:
  • isMissionProfileNamespaceLoadedThe missionProfileNamespace variables are loaded at the start of a mission, before 'init.sqf' is executed.
  • localNamespaceReturns local Namespace attached to the mission. Has the same lifetime as missionNamespace but variables cannot be broadcasted out of or into this…
  • missionNamespaceReturns the global namespace attached to mission.
  • missionProfileNamespaceThis namespace has the same lifetime as profileNamespace but is also connected to the mission it is saved from. See saveMissionProfileNamespace for…
  • parsingNamespaceReturns the global namespace attached to config parser.
  • profileNamespaceReturns the global namespace attached to the active user profile. Use setVariable and getVariable to save and load data to and from this Namespace. A…
  • saveMissionProfileNamespacemissionProfileNamespace provides long-term storage solution for mission variables.
  • saveProfileNamespaceSaves all variables stored in profileNamespace to the active Profile.
  • serverNamespaceReturns server's namespace. This namespace is only available on the server for the server's uptime duration (same as uiNamespace).
  • setVariableSet variable to given value in the variable space of given element. Can be used to broadcast variables over the network.
  • uiNamespaceReturns the global namespace attached to user interface.
  • withCreates a With Type that is used inside a do construct in order to execute code inside a given namespace.

Object Detection

  • agentsReturn a list of agents in the current mission.
  • allCuratorsReturns list of all curator logic units, not the units assigned to the logic.
  • allDeadReturn a list of all dead units including agents and destroyed vehicles. Dead units may be in vehicles.
  • allDeadMenReturn a list of dead units including agents. Dead unit might be inside vehicle.
  • allGroupsReturn a list of all groups created on the following sides east, west, resistance/independent and civilian only. Does not contain groups of sideLogic.
  • allMissionObjectsReturns all objects of the given type that are currently present in the mission. In some cases, the entities and allObjects commands are much faster…
  • allObjectsReturns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind.
  • allPlayersReturns a list of all units controlled by connected clients. This includes: - Normal human players (including dead players) - Virtual Entities (see…
  • allSimpleObjectsReturns array of all simple objects that belong to the listed class names. If the array of types is empty [], all simple objects are returned…
  • allUnitsReturns a list of all units, except agents, dead units or units waiting for respawn, outside and inside vehicles that were created on the following…
  • allUnitsUAVReturn a list of all UAV vehicles.
  • allUsersReturns a list of player ids of all the users on an MP server.
  • countEnemyCount how many units in the array are considered enemy to the given unit.
  • countSideReturns how many units in the given array belong to given side.
  • countTypeCount how many objects in the array are of given type. This command also works with parent classes like "Air", "Tank", and "Car". For a full class…
  • cursorObjectReturns the object under cursor. This command is quite different from cursorTarget as it is more precise in determining the boundaries of the pointed…
  • cursorTargetReturns the target pointed at by the player (usually with cross-hairs). The target has to be known to the player to some degree (knowsAbout > 0). If…
  • entitiesReturns a list of all alive and dead entities of the given type or deriving from the given type. Units in vehicles are ignored with the primary…
  • findNearestEnemyFinds the nearest enemy to the specified position. Returns a null object if the object's group does not know about any enemies. This command will…
  • getCursorObjectParamsReturns object and named selections under cursor and distance to object's surface (to the point cursor points at).
  • getUserInfoReturns extended information about given server user.
  • ignoreTargetSets a target to be ignored by this Group. It will not appear in nearTargets and the group will not notice its presence. targetKnowledge can be used…
  • nearEntitiesFinds entities inside a sphere with the given radius. If the alternative syntax is used, only entities of given types or subtypes are listed.…
  • nearestBuildingFinds the nearest building to a given object or position. A "building" is defined as an object that is of class "House" and contains a path LOD.
  • nearestMinesReturns a list of nearest mines of the given types to the given position or object, within the specified distance.
  • nearestObjectReturns the nearest object of given type (or inherited classes) to given position within a sphere. Hardcoded radius is 50 meters.
  • nearestObjectsReturns a list of nearest objects of the given types to the given position or object, within the specified distance.
  • nearestTerrainObjectsReturns a list of nearest terrain objects of the given types to the given position or object, within the specified distance.
  • nearObjectsFind objects (Units, Vehicles, Dead, Map Objects) in a sphere with given radius. The first object in the returned array is *not* necessarily the…
  • nearObjectsReadyCheck whether all data are loaded to nearObjects will return in reasonable time.
  • nearRoadsFind the road segments within the circle of given radius.
  • nearSuppliesFind supplies (weapon holders, ammo crates, fuel feeds, other units) in the sphere with given radius.
  • nearTargetsReturns a list of targets within the defined range. "Targets" are not restricted to enemy units.
  • playableUnitsReturns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor,…
  • switchableUnitsReturns a list of playable units available for switching to - Command is relative to the client on which it is executed and will only show playable…
  • targetKnowledgeReturns unit's knowledge about target.
  • targetsRetrieves list of given unit targets matching specified filter. If the filter is not specified, all targets are returned.
  • targetsQueryReturns sorted array of targets, known to the enquirer (including own troops), where the accuracy coefficient reflects how close the result matches…
  • unitsReturns an array with all the units in the group or unit's group, or all units belonging to a certain side.
  • unitsBelowHeightReturns units in group/array below given Above Terrain Level (ATL) altitude.
  • vehiclesReturns an array of all vehicles available to current client. This command returns both empty and crewed vehicles but not soldiers. It will also…

Object Manipulation

  • addPlayerScoresMP server only: Adds player score.
  • addRatingAdd a number to the rating of a unit - negative values can be used to reduce the rating.
  • addToRemainsCollectorAdds an array of vehicles/units to disposal manager for automatic wreck/body removal. The disposal manager follows wreck/body removal values set in…
  • addVehicleAdds a specified vehicle for use by a specified AI led group.
  • aimedAtTargetReturns how good a vehicle's weapon is aimed at the target.
  • airplaneThrottleReturns throttle position. Works only on player's vehicle.
  • AISFinishHealAlternative Injury Simulation (AIS) end state. Used to tell engine that script side healing is done when using "HandleHeal" event handler.
  • aliveCheck if given vehicle/person/building is alive (i.e. not dead or destroyed).
  • allLODsReturns the list of object or model LODs.
  • allowCrewInImmobileIf true, units will remain in a vehicle with broken tracks/wheels; they will still eject if the vehicle is drowning, about to explode or upside down…
  • allowDamageEnables / disables an entity's ability to receive damage. This command does not prevent the entity from taking scripted damage from commands such as…
  • allowDammageAllow or prevent an object being damaged (or injured, or killed). The command does not prevent object from taking scripted damage such as setDamage…
  • allowedServiceReturns which types of repair/refuel/rearm service are allowed. The two available types are manual, where the action is displayed to the user, and…
  • allowFleeingSets the cowardice level (the lack of courage or bravery) of a group or unit.
  • allowGetInSet if the units given in the list are allowed to enter vehicles.
  • allowServiceSets which type of repair/refuel/rearm service is allowed. The two available types are manual, where the action is displayed to the user, and auto,…
  • angularVelocityGets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
  • angularVelocityModelSpaceGets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
  • assignedCargoReturns the list of soldiers assigned to the given vehicle as a cargo.
  • assignedCommanderReturns the soldier assigned to the given vehicle as a commander.
  • assignedDriverReturns the soldier assigned to the given vehicle as a driver.
  • assignedGunnerReturns the soldier assigned to the given vehicle as a gunner.
  • assignedTargetReturns the target assigned to an unit or the vehicle's effectiveCommander. The target can be assigned by the group/vehicle/formation leader (as…
  • assignedTeamReturns the team the unit belongs to. Possible values:
  • assignedVehicleReturns the vehicle to which a unit is assigned, usually with *assignAsXXX* command. If no vehicle is assigned objNull is returned.
  • assignedVehicleRoleReturns the role a unit is assigned to within its assigned vehicle.
  • attachedObjectReturns the object a location is attached to. If the location is unattached, then objNull is returned.
  • attachedObjectsReturns a list of objects attached to the given object.
  • attachedToReturns object the given object is attached to or objNull if the given object is not attached to anything.
  • attachObjectAttaches a location to the specified object. To detach a location, attach it to objNull.
  • attachToAttaches an object to another object. - The offset is applied to the object center unless a memory point is provided, in which case the offset will…
  • boundingBoxReturns a bounding box of given object in model coordinate space, adjusted according to destruction/animation of an object.
  • boundingBoxRealReturns a raw bounding box of given object in model coordinates space. This command is similar to boundingBox but gives more precise measurements.
  • boundingCenterReturns the position of the original (loaded) center of an object in model coordinates.
  • buildingExitReturns the given indexed exit in a building. The returned value is in format Position.
  • calculatePathSpawns an agent that will execute an AI path calculation and fire the `"PathCalculated"` event handler.
  • canMoveReturns if the given vehicle is still able to move. - This command does not check for the amount of fuel the vehicle has, except for helicopters and…
  • canStandReturns if the given soldier is able to stand up. It only checks for the unit's legs and not its alive/dead status - it can return true for a dead…
  • canUnloadInCombatReturns config value of `unloadInCombat` for a vehicle. Alternatively see getUnloadInCombat
  • captiveReturns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
  • captiveNumChecks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead.
  • collisionDisabledWithReturns the object, given object has collision disabled with and whether or not returned object has also collision disabled with given object.
  • combatPaceSets or gets the combat pace for the local player. If the right-hand array is empty, the command will simply return the current combat pace mode…
  • commanderIn Operation Flashpoint it returns the commander of a vehicle. Since Armed Assault it returns the primary observer. The commander of a vehicle can be…
  • createAgentCreates an agent of the given type. An agent does not have a group or leader or the standard soldier FSM associated with it - for instance, an enemy…
  • createSimpleObjectCreate object with given shape defined as path to .p3d model. Supported LODs include Geometry, Fire Geometry, Roadway, View Geometry and ShadowVolume.
  • createUnitCreate a unit of the provided CfgVehicles class.
  • createVehicleCreates an empty object of given classname type. See Arma 3: Assets / Arma 3: createVehicle/vehicles, or Category:CfgVehicles for earlier games.
  • createVehicleCrewCreates vehicle crew corresponding to the provided vehicle's faction. If the vehicle is already occupied, the command will only create missing crew…
  • createVehicleLocalCreates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be…
  • crewReturns the crew (both dead and alive) of the given vehicle.
  • currentPilotReturns the person piloting the vehicle. If co-pilot is piloting, co-pilot is returned. If you need current pilot of a UAV or UGV, see UAVControl…
  • damageReturn the damage value of an object.
  • deleteCollectionDelete a collection. As example, used with a soldier, it'll hide the ingame model.
  • deleteStatusDeletes a status created with saveStatus from the campaign's progress file.
  • deleteVehicleDeletes an object. Only objects inserted in the mission editor and objects created during the game's progress can be deleted by this command. Terrain…
  • deleteVehicleCrewDeletes a member of or the whole crew of a vehicle. Human players cannot be deleted.
  • detachDetaches previously attached with attachTo object.
  • diag_remainsCollectorReturns current settings for the remains collector and the list of monitored units if any.
  • directionReturns the direction an object or a location is facing (differs from getDir in that this also works with locations).
  • disableCollisionWithDisable collision between provided objects. The collision is always disabled for both objects in the arguments.
  • driverReturns the driver of a vehicle.
  • elevatePeriscopeElevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on…
  • emptyPositionsReturns the number of given empty positions in the vehicle.
  • enableCollisionWithCancels the effects of disableCollisionWith. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and…
  • enableCopilotEnables copilot actions, toggles availability of the actions related to copilots, such as taking over controls, suspending controls, etc. This…
  • enableFreeLookEnables or disables the freelook toggle (2x Alt)
  • enableMimicsEnables/disables mimics on a given unit.
  • enableSimulationEnables / disables simulation for the given entity, e.g its animation and physics; it will still be able to take damage and report enemies. This…
  • enableSimulationGlobalEnable or disable simulation for given entity, globally. Has the same effect as enableSimulation when used in singleplayer.
  • engineOnActivates and deactivates the engine of a vehicle.
  • equipmentDisabledReturns current state for NVG and TI equipment availability.
  • eyeDirectionReturns the direction object is watching (eyes, or a vehicle's primary observer).
  • factionGets unit faction. Factions were introduced in Arma 2 and are defined under *CfgFactionClasses*.
  • fleeingChecks if a unit is fleeing.
  • flyInHeightSets the flying altitude for aircraft relatively to the ground surface. Avoid too low altitudes, as helicopters and planes won't evade trees and…
  • flyInHeightASLSets the minimal ASL height. Final height is `*flyInHeight* max *flyInHeightASL*` - the higher altitude has priority.
  • forceHitPointsDamageSyncSynchronises hitpoints values and total damage across current network clients as well as JIP.
  • forceSpeedForce the speed limit on given object (object will never attempt to move faster than given by forceSpeed). Use negative value to return to default…
  • freeLookReturns if freelook is active on the current machine's controlled character.
  • fuelChecks how much fuel is left in the gas tank of a vehicle.
  • fullCrewReturns an array with all crew inside given vehicle, with or without empty seats.
  • getAimDirectionAndUpReturns the aim direction and up vectors of a soldier in model space. It returns where the weapon aim is wanted from the eyePos, not the actual…
  • getAllHitPointsDamageGet provided object's hit points damage.
  • getAllUnitTraitsReturns unit traits (native or set by setUnitTrait).
  • getAnimationsQueueReturns the primary and secondary animations queue of the entity. The primary queue contains the full motion path from current animation…
  • getAttackTargetReturns the target given unit is engaging.
  • getBleedingRemainingReturns how many seconds injured unit will continue leaving blood trail. If unit damage is < 0.1, the return value is 0 and unit doesn't leave any…
  • getBoneNamesReturns an array of bone names and their parents.
  • getBurningValueReturns how much the unit is exposed to fire damage.
  • getCameraViewDirectionReturns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from `eyePos unit`,…
  • getCargoIndexReturns index of the unit in cargo. -1 if not in cargo.
  • getCorpseReturns the corpse associated with given weaponholder. When unit is killed and had a weapon, the weapon is placed inside "WeaponHolderSimulated" and…
  • getCorpseWeaponholdersReturns primary and secondary weapon holders of a dead unit. If a unit had weapons at the moment of death, primary weapon is dropped into primary…
  • getCruiseControlReturns cruise control settings set with setCruiseControl command.
  • getDammageReturns the object damage.
  • getDescriptionReturns the string representation of unit as an four slots array.
  • getDirReturns the object heading in the range 0..360.
  • getDirVisualReturns object's heading in the range from 0 to 360 in render time scope.
  • getDiverStateReturns true when object is in diver state - e.g when the unit would put diving goggles on.
  • getEntityInfoReturns various properties for the given entity. Most properties should be checked where entity is local
  • getForcedSpeedReturns forced speed set with forceSpeed or -1 if not set.
  • getFuelConsumptionCoefReturns the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config.
  • getHideFromReturns the Position where object believes the enemy to be. If there is no direct line of sight between the object and the enemy, this position is…
  • getHitReturns selection damage. Same as getHitPointDamage, only the argument is selection part instead of hit point.
  • getHitIndexReturn current level of damage for a specific Hit Point (specified by its hit part index). All hit points can be obtained with getAllHitPointsDamage…
  • getHitPointDamageReturn current level of damage in range 0..1 for a specific Hit Point (specified by its config class). If you need to get damage of a selection…
  • getLightInfoReturns various properties for the given `1. lightpoint` or `1. lightreflector`. ConePars and VolumeShapePars are exclusive properties of `1.…
  • getModelInfoReturns object's model info. Model path is suitable for use with createSimpleObject command.
  • getObjectFOVReturns Field of View of the given object in radians. Static objects return default value, which is 1. FOV of objNull is 0.
  • getObjectMaterialsGets all custom materials associated with the object.
  • getObjectScaleReturns the render scale of an object relative to the original model.
  • getObjectTexturesGets all custom textures (hiddenSelectionsTextures) associated with the object.
  • getObjectTypeReturns object type as a number: - 1 - Primary - Normal object placed in Visitor, part of landscape - 2 - Network - Road placed in Visitor, part of…
  • getOpticsModeReturns the class name of the current optic mode of the current weapon.
  • getOxygenRemainingReturns amount of remaining oxygen.
  • getPlateNumberGet the license plates from any vehicle which has plates configured.
  • getPosASLVisualReturns an object's rendered ASL position (z value above sea level) in render time scope.
  • getPosATLVisualReturns an object's rendered ATL position (z value above ground) in render time scope.
  • getPosVisualReturns an object's AGLS position in render time scope. Alias of visiblePosition.
  • getPosWorldVisualReturns the provided object's, model centre position in render version in format PositionASL, rather than transformed boundingCenter or LandContact…
  • getRelDirReturns direction, which is relative to object's current direction, from given object to another object or position in the range from 0 to 360, the…
  • getSelectionBonesReturns an array of bone names to which the specified selection is attached.
  • getShotInfoReturns various properties for the given shot.
  • getSpeedGet the speed for the given speed mode.
  • getSuppressionGets the suppression value for the given unit. Returns varying Number between 0 and 1, or -1 if suppression is disabled (`disableAI "SUPPRESSION"`)…
  • getUnitFreefallInfoReturns a unit's freefall information.
  • getUnitTraitGets the current value of a trait of the given unit.
  • getUnloadInCombatA getter for setUnloadInCombat. To return global config value see canUnloadInCombat
  • getVehicleTIParsReturns TI parameters of a vehicle.
  • getWaterFillPercentageGet an object's water filling.
  • getWaterLeakinessGet an object's water intake ratio when immersed.
  • gunnerReturns the gunner of a vehicle.
  • handsHitChecks if a soldier's hands are hit, which results in inaccurate aiming.
  • hideBodyHides dead body of the given unit. After a short delay, the body slowly sinks into the ground. After awhile, when group of the unit becomes grpNull,…
  • hideObjectHide entity. Can be used on soldiers and vehicles, also on static objects.
  • hideObjectGlobalThis command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command…
  • hideSelectionHides or shows the simple object's provided selection.
  • incapacitatedStateReturns the incapacitated sub-state of the given unit, when the lifeState of the unit is "INCAPACITATED". Could be one of: - "UNCONSCIOUS" - "MOVING"…
  • inflameSets the state of a fireplace.
  • inflamedChecks if fireplace is inflamed (burning) or not. To check if a unit is receiving damage from fire, use isBurning command.
  • insideBuildingReturns how much a man is inside a building. The value is the same as normally returned by weapons/ammo sound controller "interior".
  • isAbleToBreatheIf unit is diving and doesn't have a rebreather, it returns false. Diving means the unit's head is underwater. If unit is underwater and has a…
  • isAllowedCrewInImmobileWhether or not units can be in a vehicle with broken tracks/wheels.
  • isAutoHoverOnReturn true if vehicle has enabled auto hover. (always returns false if the vehicle can't set auto hover)
  • isBleedingReturns whether the unit is bleeding.
  • isBurningReturns whether the unit is burning. This returns true only if unit is damaged by nearby fire, it does not check whether a fireplace is burning, use…
  • isCopilotEnabledReturns true if copilots actions are enabled.
  • isDamageAllowedA getter for allowDamage command. The command indicates if damage is allowed at current locality, hence local effect of the command.
  • isEngineOnReturns true if engine is on, false if it is off.
  • isFlashlightOnReturns true if there is a linked and enabled flashlight on a given weapon.
  • isHiddenReturns whether a person is hidden (reached the hiding position).
  • isInRemainsCollectorChecks if unit or vehicle is queued for disposal after death.
  • isKindOfChecks whether the given object or type is (a subtype) of the given type.
  • isMarkedForCollectionChecks whether the object is marked for weapons collection.
  • isObjectHiddenChecks visibility of a given object on the local machine.
  • isSimpleObjectReturns true if given object is simple object
  • isTouchingGroundReturns true if object is touching the ground.
  • isTurnedOutReturns true if given unit is turned out, otherwise false. The output changes to true after unit finished turning out, however will change to false…
  • isWalkingReturns true if walk is toggled (default <kbd>W</kbd>+<kbd>S</kbd> in Arma 3).
  • knowsAboutChecks if a group or a side knows about target. - Enemy knowledge is instantly shared among the group units - Units in the same group always…
  • lifeStateReturns the life state of the given unit.
  • limitSpeedLimit the speed of an AI-driven vehicle or AI person to given value. It has continuous effect and AI will not break through the speed limitation…
  • lockLock vehicle (disable mounting / dismounting) for player. This command will remove user get in/get out actions but will not stop player getting into…
  • lockCargoLock all cargo positions of a vehicle or lock by index. This command will remove user "get in" action (not get out) but will also stop player getting…
  • lockDriverLock the driver position of the vehicle. This command must be executed where vehicle is local.
  • lockedCheck if vehicle is locked. If it is locked, Persons cannot mount / dismount without order.
  • lockedCargoCheck whether cargo position of the vehicle is locked.
  • lockedDriverCheck whether driver position of the vehicle turret is locked.
  • modelToWorldVisualConverts position from object model space to world space in render time scope. For ASL version see modelToWorldVisualWorld.
  • modelToWorldVisualWorldConverts position from object model space to world space in render time scope. For the PositionAGL version see modelToWorldVisual.
  • moraleGet the provided unit's current morale level.
  • namedPropertiesReturns a list of named properties on Geometry LOD.
  • nameSoundReturns the nameSound of a person.
  • needServiceReturns array with how much vehicle needs repairing, refueling and rearming.
  • objectParentReturns the parent of an object if said object is a proxy.
  • periscopeElevationReturns current periscope elevation value, see also elevatePeriscope.
  • playerA person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
  • playerTargetLockGet the local player's current locked target (with weapons that can lock on).
  • precisionReturn the movement precision of the given entity, how is the entity able to be precise when moving to given target.
  • preloadObjectPreloads all textures, materials and proxies needed to render given object. Works with objects and classnames - note that classnames require an…
  • ratingCheck unit rating. Rating is increased for killing enemies, decreased for killing friendlies (see Rating Values). Can be changed via addRating by the…
  • removeFromRemainsCollectorRemoves vehicles/units from the garbage collector, so they do not get deleted automatically; added earlier with addToRemainsCollector.
  • revealReveals a target to a group. If *toWhom* is a unit, unit's group is considered. If *toWhom* is a vehicle, vehicle commander's group is considered.
  • roleDescriptionReturns unit description set in the editor and visible on role selection screen in multiplayer.
  • scudStateReturn the current state of given Scud launcher.
  • selectionNamesReturns the list of model selections. When using default syntax, the named selections are returned from the first LOD only (LOD index 0).
  • selectionPositionReturns selection position in model space pertaining to the current animation in render time scope.
  • selectionVectorDirAndUpSearches for selection in the object model's LOD level, and returns the Direction and Up vectors in model space.
  • selectNoPlayerSwitches player to no unit, makes player return objNull.
  • selectPlayerMove player into given unit. Some usage advices: - Avoid using selectPlayer on editor-placed units in multiplayer, as it may, on occasion, lead to…
  • setAirplaneThrottleSets a wanted throttle position - works only on player's vehicle.
  • setAngularVelocitySets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s and rotations are clockwise.
  • setAngularVelocityModelSpaceSets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s and rotations are clockwise.
  • setBleedingRemainingSets for how many seconds injured unit leaves blood trail. The unit damage must be >= 0.1 for this command to have an effect, otherwise, the…
  • setCaptiveMark a unit as captive. If unit is a vehicle, commander is marked. A captive unit: - is seen as belonging to the civilian Side - will not be fired…
  • setConvoySeparationSets the distance to keep to the vehicle which is in front.
  • setCruiseControlLimits or sets local player-controlled vehicle's speed through cruise control.
  • setDamageSets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings and set a…
  • setDammageEntirely identical to setDamage that was introduced to fix a typographical error in the command's name.
  • setDirSets object heading. Angles are measured in degrees clockwise from north; the regular range goes from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W).…
  • setDriveOnPathSets the path to follow for AI driver. Note that unitReady will return true even if AI is still driving through the points.
  • setFeatureTypeEnable/disable object as a feature/landmark. Possible feature types: - 0 - Feature disabled - 1 - Object is always visible within object view…
  • setFlagOwnerSets flag owner. When owner is set to objNull or any object other than a unit of class man or logic, flag is returned to the flagpole. A flag owned…
  • setFuelSets fuel level.
  • setFuelConsumptionCoefSets the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config. It doesn't affect fuel leakage or refueling.
  • setHitSet damage on a part of an object.
  • setHitIndexSets the current level of damage for a specific Hit Point. All hit points can be obtained with getAllHitPointsDamage command.
  • setHitPointDamageSet the current level of damage for a specific Hit Point (specified by its config class). This command has no effect when allowDamage is set to false.
  • setMimicSets person's facial expression. To set it back to default, use "".
  • setMissileTargetSets a guided missile target. Does not work for all types of missiles. If the target is dead, it is ignored. The target has to be inside the…
  • setMissileTargetPosSets a guided munition target position. The munition must have `manualControl` config entry to use this command. The target position has to be inside…
  • setObjectMaterialSets material of object selection. The selection number is defined through the hiddenselection[] = {} array in the vehicle's config (starting with 0).
  • setObjectMaterialGlobalSet the material of the given selection on all computers in a network session.
  • setObjectScaleScales an attached object or a Simple Object's model - see #Example 3 for various configurations' examples.
  • setObjectTextureApplies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
  • setObjectTextureGlobalSet the texture of the given selection on all computers in a network session.
  • setOpticsModeSets the optic mode of the current weapon to the given class name or the index.
  • setOxygenRemainingSets oxygen remaining. It has no effect when soldier is not diving.
  • setPlateNumberChange the license plates on any vehicle which has plates configured. Max 15 characters are allowed!
  • setRandomLipEnables/Disables random lip. When enabled, the unit continuously moves its lips as if it is talking.
  • setSuppressionSets the given suppression value for the given unit.
  • setTargetAgeSets how the target is known to the other centers. They behave like the target was seen age seconds ago.
  • setUnconsciousIn Arma 2 and since Arma 3 v1.64, this command sets unit into incapacitated state.
  • setUnitFreefallHeightSets minimum freefall height AGL per unit, at which the unit assumes HALO pose. Engine default is 100m. Use -1 to reset the height to default.
  • setUnitRecoilCoefficientProportionaly increase/decrease unit's recoil. Drives muzzle up with every shot when supplied positive number and down when negative. 0 cancels…
  • setUnitTraitEnables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are Booleans and modifiers, which are…
  • setVehicleArmorSets the armor (or health for men) state of the vehicle (a value from 0 to 1).
  • setVehicleIdSets ID to vehicle. By this ID vehicle is referenced by triggers and waypoints.
  • setVehicleLockSets vehicle lock. Possible values:
  • setVehiclePositionMoves the object to a given position (same as createVehicle placement algorithm). Uses either the position that's defined by the *position* param, or…
  • setVehicleTIParsSets the "heat" state of different vehicle parts for Thermal Imaging detection.
  • setVehicleVarNameSets string representation of an object to a custom string.
  • setVelocitySets velocity vector of an object in m/s.
  • setVelocityModelSpaceSets the velocity (i.e. speed) vector of the given vehicle relative to its model.
  • setVelocityTransformationInterpolates and applies PositionASL, velocity, vectorDir and vectorUp to the given object based on the interval value.
  • setWaterFillPercentageSet an object's water filling.
  • setWaterLeakinessSet an object's water intake ratio when immersed.
  • simulationEnabledCheck if the entity has enabled simulation.
  • sizeOfReturns the diameter of bounding sphere of the object of given classname in meters. If you need to estimate the size of the object more precisely,…
  • speedObject speed (in km/h). Returns relative speed of given object along Y axis. An equivalent to: `3.6 * (velocityModelSpace _obj select 1)`
  • squadParamsReturns data about squad of given unit loaded from squad.xml as well as the unit itself.
  • synchronizedObjectsReturn the list of objects synchronized with the given unit.
  • synchronizeObjectsAddAdd given objects to the unit's list of synchronized objects.
  • synchronizeObjectsRemoveRemoves given objects from the unit's list of synchronized objects.
  • targetsAggregateAggregate candidates.
  • triggerAmmoTriggers a munition such as shells, bullets, missiles, rockets, mines and bombs (*shotSubmunition/shotShell/shotBullet/shotMissile/shotRocket*) as if…
  • typeOfReturns the class name of given target.
  • unassignVehicleUnassigns individual unit from a vehicle, usually previously assigned with *assignAsXXX* command, i.e removes assignedVehicleRole of the unit.
  • underwaterReturns whether the object is fully underwater.
  • unitAimPositionReturns the position on the unit other units can aim at. Same as aimPos only returns position in PositionAGL format and has render scope alternative…
  • unitAimPositionVisualReturns the position on the unit other units can aim at in render scope. See also aimPos, unitAimPosition.
  • unitRecoilCoefficientReturns recoil coefficient of a soldier.
  • vehicleVehicle in which given unit is mounted. If none, unit is returned. Alternatively, use objectParent
  • vehicleMoveInfoReturns current vehicle move/turn info (a getter for sendSimpleCommand) in format [moveInfo, turnInfo]. Possible values:
  • vehicleVarNameReturns the variable name that contains a primary editor reference to this object. This is the variable given in the *Insert Unit dialog / name…
  • velocityReturns the velocity of the object as vector in m/s.
  • velocityModelSpaceReturns the velocity (speed vector) of the vehicle as an array with format [x, y, z] in metre per second. Vector is in model space.
  • waterDamagedChecks if the engine was water damaged. When a vehicle is Drowned, the engine gets water damaged and might need full repair either with setDamage or…
  • weaponLoweredReturns true if given soldier's weapon is lowered.

Particles

  • dropCreates a particle effect. This command is used to create smoke, fire and similar effects. The particles are single polygons with single textures…
  • particlesQualityReturns current user settings for particles quality (configure->video->general->particles). 0-low, 1-normal, 2-high
  • setDropIntervalSet interval of emitting particles from particle source. In Arma 3 hardcoded limit of how many particles can exist at the same time is .…
  • setParticleCircleUpdates particle source, creates particles in circle with given radius. Velocity is transformed and added to total velocity. The random particle…
  • setParticleClassSets particle source parameters using existing particle config from `CfgCloudlets` class. Use setParticleParams subsequently if you need to overwrite…
  • setParticleFireSet fire parameters to particle effect.
  • setParticleParamsSet parameters to particle source. Array is in format ParticleArray.
  • setParticleRandomSets randomization of particle source parameters. Correspondence between CfgCloudlets class param names and command array of params:

Performance Profiling

  • diag_captureFrameThis command starts counting frames from the moment it is executed and when the count reaches the number passed as param, the current frame is…
  • diag_captureFrameToFileThis command starts counting frames from the moment it is executed and when the count reaches the number passed as param, the current frame is…
  • diag_captureSlowFrameOpens "capture frame" dialog if current frame exceeds set threshold in seconds. One can indicate to either capture duration of a specific profiling…
  • diag_codePerformanceAttempts to run given code with given arguments given number of cycles in unscheduled environment and returns average time it took to run the code as…
  • diag_fpsReturns average framerate calculated over last 16 frames.
  • diag_fpsMinReturns minimal framerate. Calculated from the longest frame over last 16 frames.
  • diag_frameNoReturns number of frame currently displayed.
  • diag_scopeReturns script scope depth. When script is directly executed by the engine or a new script is added to the scheduler, the scope depth is 0. The…
  • diag_testScriptSimpleVMOutputs the provided SQF code's end code.

PhysX

  • addForceApplies given force for one frame (essentially an impulse) to unit or given PhysX object at given position.
  • addTorqueApplies torque (rotation momentum) to the center of mass of the given object. Torque force is defined as vector [x, y, z] applied in world space.
  • attachChildAttaches a child object to a parent, similar to attachTo but instead of a rigid/forced attachment its using a PhysX joint.
  • awakeWakes up sleeping PhysX object or puts a PhysX object to sleep. In 2.10 this command can be used on corpses of type `Man` and has no effect on alive…
  • brakesDisabledReturns the status of autobrake (see disableBrakes).
  • childAttachedGet the child that has been attached via attachChild
  • detachChildDetaches previously attached with attachChild object.
  • disableBrakesDisables autobrake, which is engaged when vehicle is stationary and stops wheels from rotating freely when vehicle is pushed.
  • getCenterOfMassReturns center of mass of an object.
  • getMassReturns mass of a PhysX object.
  • getPhysicsCollisionFlagReturns the currently set physics collision flags.
  • getTowParentGet the vehicle towing the provided one.
  • isAwakeReturns resting state of a PhysX (EPE) object. Some EPE objects are deliberately put to sleep by the engine to save resources. This command returns…
  • parentAttachedGet the parent of a attachChild attached child.
  • setCenterOfMassChanges the center of mass of an object smoothly during the given time (in seconds). A time of zero (or using the alternative syntax) means an…
  • setJointDriveAngularVelocityRequires that a swing+twist or SLERP "drive" has been configured in attachChild. Sets the joints target angular velocity (orientation relative to the…
  • setJointDriveLinearVelocityRequires that a linear "drive" has been configured in attachChild. Sets the joints target velocity (orientation relative to the joint's own…
  • setJointDriveOrientationRequires that a swing+twist or SLERP "drive" has been configured in attachChild. Sets the joints target orientation (relative to the joint's own…
  • setJointDrivePositionRequires that a linear "drive" has been configured in attachChild. Sets the joints target position (relative to the joint's own position).
  • setMassChanges the mass of a PhysX object. When using the alternative syntax the mass change is gradual during the given time. A time of zero means…
  • setPhysicsCollisionFlagSets physics collision flags for PhysX and geometry LODs. Roadway LOD interactions remain.
  • setTowParentAllows a vehicle to be towed by another. This loosens the towed vehicle's brakes and turns its steering wheels toward the towing vehicle. Supposed to…

Pilot Camera

  • getPilotCameraDirectionReturns model space vector of the object airplane or helicopter pilotCamera .
  • getPilotCameraOpticsModeReturns the optics mode index (zoom) for the pilotCamera
  • getPilotCameraPositionReturns model space coordinates of the object airplane or helicopter pilotCamera.
  • getPilotCameraRotationReturns rotation (relative to the centered camera position) of the object airplane or helicopter pilotCamera .
  • getPilotCameraTargetReturns the target of the object airplane or helicopter pilotCamera tracking. Returns `[false, [0,0,0], objNull]` if camera is not in a tracking mode…
  • hasPilotCameraReturns true if the object airplane or helicopter has a pilotCamera.
  • setPilotCameraDirectionSets the direction of airplane's or helicopter's pilotCamera.
  • setPilotCameraOpticsModeSets the optics mode index (zoom) for the pilotCamera
  • setPilotCameraRotationSets rotation (relative to the centered camera position) of the object airplane or helicopter pilotCamera .
  • setPilotCameraTargetSets an area or target to be tracked by the object airplane or helicopter pilotCamera. To track an object the vehicle has to have appropriate sensors…

Positions

  • AGLToASLConverts position from PositionAGL to PositionASL.
  • aimPosReturns the position of the object other units can aim to.
  • ASLToAGLConverts position from PositionASL to PositionAGL
  • ASLToATLConverts a position from PositionASL to PositionATL
  • ATLToASLConverts a position from PositionATL to PositionASL
  • buildingPosReturns position of a given indexed position in a building.
  • eyePosReturns the object's eyes / main turret position.
  • findEmptyPositionSearches for an empty area around the specified position, starting from the *center* looking for an empty *areaRadius* and looks as far away as…
  • findEmptyPositionReadyPreloads area to be used with findEmptyPosition command and returns true when area is ready. The size of the area preloaded is from `center - radius…
  • formationPositionReturn position of unit in the formation.
  • getPosReturns object or location position. If the argument is an object, the return value is in format PositionAGLS.
  • getPosASLReturns the object position height above sea level.
  • getPosASLWReturns the object position height above water surface (waves and pond objects included).
  • getPosATLReturns the position of an object relative to the terrain.
  • getPosWorldReturns the provided object's model centre position ([0,0,0]) in PositionASL, rather than the transformed boundingCenter or LandContact vertices.
  • getRelPosReturns position that is given distance and relative direction away from original object. The alternative syntax available from Arma 3 v 2.14,…
  • getTerrainHeightReturns terrain height at the specified location.
  • getTerrainHeightASLReturns the terrain height above the sea for the given position.
  • getTerrainInfoReturns the terrain heightmap information, as well as sea level offset (due to tides, if available).
  • inAreaChecks whether given position or object is inside given area. Use inAreaArray to check multiple positions/objects within area.
  • inAreaArrayReturns given list of Objects and/or Positions that are in the given area, area defined by a trigger, marker, location or array.
  • inAreaArrayIndexesReturns indices of positions that are within the provided area.
  • inPolygonChecks whether position is inside given polygon. The polygon is only checked in 2 dimensions, i.e. the value of Z is ignored.
  • isFlatEmptyChecks given position against given filter params. Filter includes checks for: - If there are any objects closer than given distance from given…
  • mapGridPositionReturns the map grid position of an object or position.
  • modelToWorldTranslates relative position from object model space to world space in PositionAGL format.
  • modelToWorldWorldConverts position from object model space to world space in PositionASL format from the object's centre position.
  • positionReturns position of an object (alias of getPos) or location (alias of locationPosition).
  • positionCameraToWorldGet the world coordinate space (AGL) from a camera-relative position.
  • posScreenToWorldConverts map screen coordinates into world coordinates. Unlike ctrlMapScreenToWorld, this command returns world position is format [x, y, 0],…
  • posWorldToScreenConverts world coordinates into map screen coordinates. This command is identical to ctrlMapWorldToScreen.
  • screenToWorldReturns the position on landscape (PositionAGL) corresponding to the given point on screen (in UI coordinates).
  • screenToWorldDirectionReturns the 3D vector in world corresponding to the given point on the screen (in UI coordinates), as if the vector was aiming from the camera to the…
  • setPosSets object position to format PositionAGLS (over surface). The Z value is used to calculate the nearest surface below the provided position. If the…
  • setPosASLSets the object position above sea level. Given position must be in PositionASL format.
  • setPosASL2Sets the object position. The pos array uses the PositionASL format. The version of the command does not offset based on object center.
  • setPosASLWSets the object position above sea surface. The pos array uses the PositionASLW format.
  • setPosATLSets the position of an object relative to the terrain.
  • setPosWorldSets position of an object based on the model's centre position (see getPosWorld).
  • setTerrainHeightSet the current terrain's altitude on provided location(s).
  • setVehiclePositionMoves the object to a given position (same as createVehicle placement algorithm). Uses either the position that's defined by the *position* param, or…
  • surfaceIsWaterReturns whether there is water at given position. In Arma 3, it also detects pond objects, but only if they are loaded in memory (normally only true…
  • surfaceNormalReturns terrain's surface normal) on given position.
  • surfaceTextureSame as surfaceType, but returns texture path to ground texture as string.
  • surfaceTypeReturns what surface type is at the given position. For surface texture see surfaceTexture command.
  • unitAimPositionReturns the position on the unit other units can aim at. Same as aimPos only returns position in PositionAGL format and has render scope alternative…
  • unitsBelowHeightReturns units in group/array below given Above Terrain Level (ATL) altitude.
  • visiblePositionReturns an object's rendered position (z value above surface underneath) in render time scope. Same as getPosVisual.
  • visiblePositionASLReturns an object's rendered ASL position (z value above sea level) in render time scope.
  • worldToModelConverts position from world space to object model space.
  • worldToModelVisualConverts position from world space to object model space in render time scope.
  • worldToScreenConverts position in world space into screen (UI) space. If a specified position is not within the current screen view, an empty array is returned.

Program Flow

  • a : bSee switch
  • assertTests a condition and if the condition is false, displays error on screen (if -showscripterrors enabled) and logs error into .rpt file. It does not…
  • breakSkips all loop iterations (for, forEach, while, findIf etc).
  • breakOutBreaks out of the scope with given name. - An unknown scopeName name will cause the script error `Generic error in expression` - If multiple scopes…
  • breakToBreaks block to scope named *name*.
  • breakWithSkips all loop iterations and immediately returns the given value.
  • callAdds given set of compiled instructions to the current stack and waits for it to finish and return, provides an option to pass arguments to the…
  • canSuspendReturns true if sleep, uiSleep or waitUntil commands can be used in the current scope.
  • caseThis command is used as a keyword inside a switch structure to define a value case.
  • catchProcesses code when an exception is thrown in a try block. The exception caught can be found in the *_exception* variable.
  • continueSkips current loop iteration and continues with the next one.
  • continueWithSkips the current loop iteration, continues with the next one and returns the given value.
  • defaultDefines a Switch Type default case - does not need a colon to define its block. See switch for more information.
  • doExecutes *code*. Used as part of a construct, such as while, with, for and switch. The *code* is always executed in missionNamespace unless do is…
  • elseExecutes else code when if condition returns false.
  • execExecute a script using (the deprecated but still available) SQS Syntax. SQF Syntax (and execVM) is the most recent scripting language.
  • execFSMExecute scripted FSM and return the FSM handle or 0 when failed. The FSM file is first searched in the mission folder, then in the campaign scripts…
  • execVMCompiles and adds an SQF script to the scheduler queue and returns script handle (see also #Example 4).
  • exitStops the execution of a SQS script.
  • exitWithExits the current code scope. Often used for exiting do, for, count, forEach or the whole script.
  • fileExistsChecks if file on given path exists. Uses same path resolve code as loadFile.
  • forThis operator creates a For Type which is used in the for-constructs.
  • forEachExecutes the given command(s) on every item of an Array or a HashMap.
  • forEachMemberExecutes the given command recursively for both teams and agents that are members of the given team. For teams only use forEachMemberTeam. For agents…
  • forEachMemberAgentExecutes the given command recursively for each agent that is a member of the given team. For just teams use forEachMemberTeam. For both teams and…
  • forEachMemberTeamExecutes the given command recursively for each team that is a member of the given team. For just agents use forEachMemberAgent. For both teams and…
  • forEachReversedExecutes the given command(s) on every item of an Array in reversed order, compared to forEach.
  • fromContinue sequence of for construct. It sets the start value of the index variable.
  • gotoBreak script flow and go to given label (defined by # - NOT to be confused with SQF's hash sign!)
  • haltThis command was meant to break the script into debugger, however currently it does not do anything except displaying and logging the following…
  • ifThis operator creates a If Type which is used in the if-construct as described here.
  • isUIContextReturns true if the script originated from some UI control event, for example from "onButtonDown" EH. Exists within parent scope and immediate child…
  • loadFileReturns the content of given files. If you plan to compile said string, be aware that the file should not contain comments or compile will throw an…
  • scopeNameDefines name of current scope. Name is visible in debugger, and name is also used as reference in some commands like breakOut and breakTo. Scope name…
  • scriptDoneCheck if a script is finished running using the Script Handle returned by execVM or spawn.
  • scriptNameAssign a user friendly name to the VM script this command is executed from.
  • sleepSuspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must…
  • spawnAdds given set of compiled instructions to the scheduler. Exactly when the code will be executed is unknown, it depends on how busy is the engine and…
  • stepOptional step value. A countdown can be made with a negative value. If not set, the default step is 1.
  • switchChecks if the given parameter matches any case. If so, the code block of that case will be executed. After that the switch ends so no further cases…
  • terminateTerminates (aborts) spawned or execVMed script.
  • thenLinks an If Type with Code to be executed if said If Type's condition is true; otherwise, "else" code is executed if provided.
  • throwThrows an exception. The exception is processed by first catch block. This command will terminate further execution of the code.
  • toContinue sequence of for construct. It sets the end value of the index variable.
  • tryDefines a try-catch structure. This sets up an exception handling block. Any thrown exception in a try block is caught in a catch block. The…
  • uiSleepSuspend execution of script for given uiTime. uiSleep is a sleep method to delay script execution where script time/simulation time is stopped.
  • waitUntilSuspends execution of scheduled script until the given condition satisfied.
  • whileRepeats Code while the given condition is true. A part of while-do construct.
  • withCreates a With Type that is used inside a do construct in order to execute code inside a given namespace.

Radio and Chat

  • channelEnabledReturns Array of Booleans in format [enabledChat, enabledVoN] for the given channel. For more information about enabling/disabling of chat channels…
  • clearRadioClean up the content of radio protocol history.
  • commandChatTypes text to the command radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • commandRadioSends the audio message to the command radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • conversationDisabledA getter for disableConversation.
  • currentChannelReturns currently selected user chat channel on the UI (selected with <kbd><</kbd> and <kbd>></kbd> in multiplayer).
  • customChatSends the chat message to the custom radio channel. The radio channel needs to be created on the server before hand, with radioChannelCreate command.…
  • customRadioSends the message to the custom radio channel. The message is defined in the description.ext file or radio protocol.
  • directSaySends given audio message to the direct channel. Command operates just like xxxxRadio commands, but the sound is played over direct channel and is…
  • disableConversationIn theory disables the ability to talk to other people. In actuality, if true is given, the command increases unit's kbTell *IsSpeaking* status by 1,…
  • enableChannelEnables/disables UI functionality which is responsible for sending text or voice chat to the given chat channel.
  • enableRadioEnable and disable radio messages to be heard and shown in the left lower corner of the screen - the order-giving unit can still be heard…
  • enableSentencesEnables radio transmissions to be heard and seen on screen. It does not affect KBTell conversations.
  • getPlayerChannelReturns channel number for given player, provided that player is SPEAKING, otherwise -1. Having mic on is not enough, player has to make a sound.
  • getPlayerVoNVolumeGets provided player's Voice over Network (VoN) volume.
  • getSubtitleOptionsReturns subtitles settings.
  • globalChatTypes text to the global radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • globalRadioSends the audio message to the global radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • groupChatTypes text to the group radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • groupRadioSends the audio message to the group radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol.
  • radioChannelAddAdd the units to the custom channel.
  • radioChannelCreateCreate a custom radio channel with the given color, label, call sign and registered characters. The custom channel ID returned can be used to…
  • radioChannelInfoObtains custom radio channel's details. if 'customChannelID' is invalid, the return is either the first custom radio channel (customChannelID <…
  • radioChannelRemoveRemove the units from the custom radio channel.
  • radioChannelSetCallSignSet the custom radio chat channel's callsign / VoN callsign.
  • radioChannelSetLabelSet the custom radio channel's label.
  • radioEnabledA getter for enableRadio.
  • sentencesEnabledA getter for enableSentences.
  • setCurrentChannelSets given channel as current chat channel. Scripted way of selecting desired channel on the UI.
  • setPlayerVoNVolumeSets provided player's Voice over Network (VoN) volume.
  • showChatShows/hides the whole chat window.
  • shownChatReturns true if chat window is enabled. Chat window can be disabled with showChat command.
  • shownRadioCheck if player has Radio enabled.
  • shownSubtitlesA getter for showSubtitles.
  • showRadioShows or hides the radio on the map screen, if enabled for the mission and you possess the item. (default true).
  • showSubtitlesEnables / disables showing of subtitles in a chat. Only scripted/engine chatter is affected, player manual chat is unaffected. Returns the previous…
  • sideChatTypes text to the side radio channel by the specified unit. Use clearRadio to clear chat history
  • sideRadioSends the audio message to the side radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • systemChatTypes text to the system radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • vehicleChatTypes text to the vehicle radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • vehicleRadioSends the audio message to the vehicle radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…

Remote Control

  • allUnitsUAVReturn a list of all UAV vehicles.
  • cameraOnReturns the vehicle to which the camera is attached. If you need the person, see focusOn.
  • connectTerminalToUAVConnect person with UAV terminal to UAV unit. UAV Terminal item needs to be assigned to GPS slot. In MP the connection is handled locally, therefore…
  • disableUAVConnectabilityDisables unit's AV terminal(s) connecting to UAV.
  • enableUAVConnectabilityEnables unit's AV terminal(s) connecting to UAV.
  • enableUAVWaypointsEnables/disables the option for player to set waypoints for UAV in AV terminal.
  • focusOnReturns the person the camera is focused on. If you need the vehicle, see cameraOn.
  • getConnectedUAVReturns UAV/UGV vehicle if person has connection to some UAV. To return the AI unit which player controls, see getConnectedUAVUnit.
  • getConnectedUAVUnitReturns UAV/UGV AI unit, which player is controlling. To return UAV vehicle, see getConnectedUAV
  • isAutonomousReturns whether the UAV is in autonomous mode or not.
  • isRemoteControllingReturns true if the given player is remote-controlling a unit.
  • isUAVConnectableReturns true if UAV is connectable by AV terminal(s).
  • isUAVConnectedReturns true if UAV is connected to some terminal. Terminal connection is handled locally, therefore the result of this command will be returned only…
  • remoteControlSwitches on remote control of the unit. The command was Global Argument prior to Arma 3 v2.14). For more info see Remote Control Tutorial.
  • remoteControlledReturns the player controlling the given unit if the argument is the unit, or the unit controlled by the player if the argument is the player.
  • setAutonomousSets UAV autonomous mode.
  • shownUAVFeedReturns true if video feed transmitted from UAV is shown. A getter for showUAVFeed.
  • showUAVFeedShows/hides video feed transmitted from UAV in its custom info panel.
  • UAVControlReturns array with current operator of UAV and his vehicle role in UAV. If nobody is controlling the UAV, the command tries to find if player has…
  • unitIsUAVReturns whether or not the given transport object is a drone (UAV, UGV), regardless of if it has a crew or if it is empty, corresponding to the…
  • waypointsEnabledUAVChecks if the UAV has waypoints enabled.

Render Time Scope

  • getAimDirectionAndUpReturns the aim direction and up vectors of a soldier in model space. It returns where the weapon aim is wanted from the eyePos, not the actual…
  • getDirVisualReturns object's heading in the range from 0 to 360 in render time scope.
  • getPosASLVisualReturns an object's rendered ASL position (z value above sea level) in render time scope.
  • getPosATLVisualReturns an object's rendered ATL position (z value above ground) in render time scope.
  • getPosVisualReturns an object's AGLS position in render time scope. Alias of visiblePosition.
  • getPosWorldVisualReturns the provided object's, model centre position in render version in format PositionASL, rather than transformed boundingCenter or LandContact…
  • modelToWorldVisualConverts position from object model space to world space in render time scope. For ASL version see modelToWorldVisualWorld.
  • modelToWorldVisualWorldConverts position from object model space to world space in render time scope. For the PositionAGL version see modelToWorldVisual.
  • selectionPositionReturns selection position in model space pertaining to the current animation in render time scope.
  • unitAimPositionVisualReturns the position on the unit other units can aim at in render scope. See also aimPos, unitAimPosition.
  • vectorDirVisualReturns an object's direction vector in world space and render time scope.
  • vectorModelToWorldVisualConverts vector from model to world space in render time scope.
  • vectorSideVisualReturns an object's side vector in world space and render time scope.
  • vectorUpVisualReturns an object's up vector in world space and render time scope.
  • vectorWorldToModelVisualConverts vector direction from world to model space in render time scope.
  • visiblePositionReturns an object's rendered position (z value above surface underneath) in render time scope. Same as getPosVisual.
  • visiblePositionASLReturns an object's rendered ASL position (z value above sea level) in render time scope.
  • worldToModelVisualConverts position from world space to object model space in render time scope.

Roads and Airports

  • airportSideGets the side of an airport, set by setAirportSide. Default side is sideUnknown.
  • allAirportsReturns all map airports, both static and dynamic.
  • assignToAirportAssigns a plane to an airport ID or object.
  • getRoadInfoReturns road piece information.
  • isOnRoadChecks if given position is inside road segment. Same as roadAt, only return is boolean instead of road object.
  • landAtOrder an AI airplane to land at a given airport. ID is the number to identify which map airport you want the airplane to land at. See Arma: Airport…
  • nearRoadsFind the road segments within the circle of given radius.
  • roadAtReturns a road segment containing given position, objNull otherwise. Same as isOnRoad only returns the actual road object instead of boolean.
  • roadsConnectedToFind the road segments connected to the given road segment.
  • setAirportSideSet owning side of the airport. ID is the number to identify which airport on the island you want to check.

Ropes and Sling Loading

  • canSlingLoadReturns true if setSlingLoad is possible.
  • enableRopeAttachEnables or disables the ability to be attached to a rope end for the given entity.
  • getSlingLoadReturn object which is sling loaded by vehicle
  • getTowParentGet the vehicle towing the provided one.
  • ropeAttachedObjectsReturns an array of all entities that are attached to the transport with ropes. This command is the opposite of ropeAttachedTo.
  • ropeAttachedToReturns the owner of the first rope - the transport to which other entities are attached with ropes. This command is the opposite of…
  • ropeAttachEnabledReturns true if entity can be attached to a rope end.
  • ropeAttachToAttaches entity to the rope end with optional offset. For detach operation use ropeDetach.
  • ropeCreateCreates a PhysX rope with given params. Since Arma 3 v2.14 the optional arguments can be skipped by setting them to nil.
  • ropeCutCuts the given rope to the specified length. If some entity was attached to the end of the rope, it will be detached.
  • ropeDestroyDestroys the given rope. If the rope is attached to a vehicle, it will be detached and then destroyed.
  • ropeDetachDetaches attached object from rope (i.e. detaches rope end from attached to it entity). See ropeAttachTo for attach operation.
  • ropeEndPositionReturns start and end positions for the given rope. If command fails, empty array `[]` is returned.
  • ropeLengthReturn rope length in meters (set by ropeCreate, ropeCut, ropeUnwind).
  • ropesReturns all ropes attached to a ropes owner transport vehicle.
  • ropesAttachedToReturns the owners of all ropes attached to the cargo - the transports to which other entities are attached with ropes.
  • ropeSegmentsReturns provided rope's segments.
  • ropeUnwindIncreases or decreases the rope length by the given amount. Use relative parameter for changing rope length +/- from current length.
  • ropeUnwoundReturns false if rope length changing animation is in progress. Returns true if animation is done.
  • setSlingLoadCreates a sling loading from a helicopter to an entity if possible. To unload cargo, pass objNull as second param.
  • setTowParentAllows a vehicle to be towed by another. This loosens the towed vehicle's brakes and turns its steering wheels toward the towing vehicle. Supposed to…
  • slingLoadAssistantShownReturns true if Sling Load Assistant is open.

RTD

Sensors

  • confirmSensorTargetSets for which Side the entity becomes a "confirmed hostile" target - a target that becomes highlighted red on the sensors display.
  • enableVehicleSensorEnable/disable given sensor
  • getRemoteSensorsDisabledGet status of disabled raycasts for remote entities. See disableRemoteSensors for detailed description.
  • getSensorTargetsReturns vehicle sensors' potential targets.
  • getSensorThreatsReturns vehicle sensors' threats.
  • isSensorTargetConfirmedReturns if given unit is confirmed target for given side.
  • isVehicleRadarOnReturns true if vehicle has active sensors on.
  • isVehicleSensorEnabledReturns class name (to identify list based on component name) and info if given sensor is enabled.
  • listRemoteTargetsReturn list of datalink targets and time for which they will be/were known.
  • listVehicleSensorsReturns an array of the sensors in the given vehicle's config (configFile >> "CfgVehicles" >> *vehicle* >> "Components" >> "SensorsManagerComponent"…
  • reportRemoteTargetShares the target vehicle via datalink to the Side center for a given time.
  • setTargetSizeSets target size (see `irTargetSize` and others from vehicle config) override on vehicle.
  • setVehicleRadarSets the AI rule of Radar usage (Emission Control). Automatic means Radar switched on only when in Combat. The command doesn't affect…
  • setVehicleReceiveRemoteTargetsSets that the vehicle will be able to receive targets acquired by someone else via datalink from the Side center.
  • setVehicleReportOwnPositionSets that the vehicle will share its own position via datalink to the Side center.
  • setVehicleReportRemoteTargetsSets that the vehicle will share targets that were acquired by its own sensors via datalink to the Side center.
  • vehicleReceiveRemoteTargetsGets whether the vehicle can acquire targets via datalink from the Side center.
  • vehicleReportOwnPositionGets whether the vehicle shares its own position via datalink with the Side center.
  • vehicleReportRemoteTargetsGets whether the vehicle shares acquired targets via datalink with the Side center.

Sides

  • addScoreSideAdds side score. This is shown in the MP score tab as the total score. MP only.
  • airportSideGets the side of an airport, set by setAirportSide. Default side is sideUnknown.
  • allSitesReturn all sites in map.
  • bluforPre-defined variable for the blufor side.
  • captiveReturns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
  • captiveNumChecks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead.
  • civilianPre-defined variable for the civilian side.
  • countEnemyCount how many units in the array are considered enemy to the given unit.
  • countFriendlyCount how many units in the array are considered friendly to the given unit.
  • countSideReturns how many units in the given array belong to given side.
  • countUnknownCount how many units in the array are unknown to the given unit.
  • createCenterInstanciate a Side center. A Side center is required to be able to create groups of this side.
  • createSiteCreate a new site.
  • deleteCenterIn a nutshell, this command removes gaming Side (see createCenter). If a side has >0 Groups it cannot be deleted.
  • eastPre-defined variable for the eastern side.
  • factionGets unit faction. Factions were introduced in Arma 2 and are defined under *CfgFactionClasses*.
  • getFriendReturns if sides are friendly or hostile. For a value smaller than 0.6 it results in being enemy, otherwise it is friendly. See also Side Relations.
  • independentPre-defined variable for the independent side.
  • knowsAboutChecks if a group or a side knows about target. - Enemy knowledge is instantly shared among the group units - Units in the same group always…
  • opforPre-defined variable for the opfor side.
  • playerSideReturns the player's side. This is valid even when the player controlled person is dead (a difference from side player).
  • resistancePre-defined variable for the resistance side.
  • scoreSideReturns score for the given side. MP Only.
  • setAirportSideSet owning side of the airport. ID is the number to identify which airport on the island you want to check.
  • setCaptiveMark a unit as captive. If unit is a vehicle, commander is marked. A captive unit: - is seen as belonging to the civilian Side - will not be fired…
  • setFriendSets how friendly a side is with another. The friendliness is set for one side, not for the other. See also Side Relations.
  • setSideSets a location's side. The default side is Unknown.
  • sideReturns the side of a unit, vehicle, object or location. - side of a renegade soldier is sideEnemy - side of an empty vehicle is civilian - side of a…
  • sideAmbientLifeReturns side of ambient life, for example ambient life placed in Eden Editor.
  • sideEmptyReturns empty side, for example static buildings in Eden Editor.
  • sideEnemyThe enemy side which is used for renegades. Units of this side are hostile to everyone. - To join sideEnemy, you can attack members of your own side…
  • sideFriendlyThe Friendly side - friendly to all, see Side Relations.
  • sideLogicThe Logic side. Side of Game Logics and Modules.
  • sideUnknownThe unknown side.
  • westWest (BLUFOR) side.
  • WFSideTextReturns the unlocalized text value of a side or an object's/group's side.

Sounds

  • addMusicEventHandlerAdds playMusic event handler. Returns id of the handler or -1 when failed. Like addMissionEventHandler, the music event handler is attached to the…
  • allEnv3DSoundSourcesReturns all environmental 3D sound sources (Objects) like trees and houses in camera vicinity.
  • commandChatTypes text to the command radio channel. The text will be visible only on the PC where command was executed. If you need the message to show on all…
  • commandRadioSends the audio message to the command radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • createSoundSourceCreates a sound source of the given type (type is the name of the subclass of CfgVehicles which is pointing to the sound defined in CfgSFX).
  • createSoundSourceLocalSame as createSoundSource but with local effect - the created sound is not transferred to other clients.
  • customRadioSends the message to the custom radio channel. The message is defined in the description.ext file or radio protocol.
  • directSaySends given audio message to the direct channel. Command operates just like xxxxRadio commands, but the sound is played over direct channel and is…
  • enableAudioFeatureGet the state of or enable/disable an audio feature. Available features are `"lowpass"` and `"building_interior"`. - Arma 3 v2.14 it is possible to…
  • enableEnvironmentEnable/disable environmental effects: ambient life and/or ambient sound.
  • enableRadioEnable and disable radio messages to be heard and shown in the left lower corner of the screen - the order-giving unit can still be heard…
  • enableSentencesEnables radio transmissions to be heard and seen on screen. It does not affect KBTell conversations.
  • environmentEnabledReturns status of enableEnvironment command
  • environmentVolumeReturns the current environment volume (set by fadeEnvironment)
  • fadeEnvironmentChanges the master environment volume smoothly within the given time and is different from enableEnvironment global mute option. The default volume…
  • fadeMusicChanges the current music volume to the given value smoothly within the given time.
  • fadeRadioChanges the radio volume smoothly within the given time.
  • fadeSoundChanges the sound volume smoothly within the given time.
  • fadeSpeechChanges the master speech volume smoothly within the given time. The default volume is 1.0.
  • getAllEnv3DSoundControllersReturns an array containing the names and values of environmental 3D sound controllers, variables that can be used in simple expressions when…
  • getAllEnvSoundControllersReturns an array containing the names and values of environmental 2D sound controllers, variables that can be used in simple expressions when…
  • getAllSoundControllersReturns an array containing names and values of the sound controllers that can be used in simple expressions when configuring sounds.
  • getAudioOptionVolumesReturns profile audio volumes.
  • getCustomSoundControllerReturns current value set to the controller (see setCustomSoundController).
  • getCustomSoundControllerCountReturns current number of custom sound controllers supported by the engine for the given vehicle (currently 32)
  • getEnv3DSoundControllerReturns value of the specified 3D controller, see getAllEnv3DSoundControllers.
  • getEnvSoundControllerReturns value of the specified controller, see getAllEnvSoundControllers
  • getMusicPlayedTimeReturns elapsed time in seconds for currently playing music track.
  • getSoundControllerReturns value of the given sound controller.
  • getSoundControllerResultReturns the calculated value of simple expression defined in config. Config could be any config entry, even mission config entry. It is more…
  • globalRadioSends the audio message to the global radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • groupRadioSends the audio message to the group radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol.
  • musicVolumeReturns the current music volume (set by fadeMusic)
  • onBriefingGroupSelect a sound declared in the Description.ext of the mission to be played the first time the Group tab is selected in the briefing.
  • onBriefingNotesSelect a sound declared in the Description.ext of the mission to be played the first time the Notes tab is selected in the briefing.
  • onBriefingPlanSelect a sound declared in the Description.ext of the mission to be played the first time the Plan tab is selected in the briefing.
  • onBriefingTeamSwitchSelect a sound defined in the CfgSounds of the mission to be played the first time the TeamSwitch tab is selected in the briefing.
  • pitchReturns the pitch of a persons voice.
  • playMusicPlays music defined in Description.ext's CfgMusic or config.cpp. If the *musicName* could not be found a message is logged into the .rpt file: `Music…
  • playSoundPlays a sound from CfgSounds. Sound can be defined in missionConfigFile, configFile or campaignConfigFile.
  • playSound3DPlays positional sound with given *filename* on every computer on network. To stop the sound use stopSound
  • playSoundUIPlays given CfgSounds sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the…
  • preloadSoundMakes sure that a sound can start playing without any delay once it is needed. Command works in Arma 3 but might not be implemented in earlier Arma…
  • radioVolumeReturns the current radio volume (set by fadeRadio).
  • removeAllMusicEventHandlersRemoves all music track event handlers of given type.
  • removeMusicEventHandlerRemoves specified music track event handler. See Arma 3: Event Handlers#Music Event Handlers.
  • sayMake unit say given sound. The sound is defined in CfgSounds. If the unit is a person, it will also perform the corresponding lipsync effect provided…
  • say2DPlays given sound in 2D.
  • say3DLets an object say given sound in 3D space. This allows broadcasting of positional music or sound from a source, without having to script a fade…
  • setCustomSoundControllerSets value of the specified custom sound controller to be used in simple expressions in config.
  • setMusicEffectDefines a music track played on activation. If another track is playing already, this will stop it and start the new track.
  • setMusicEventHandlerSets given music track event handler. Will overwrite other music event handlers.
  • setPitchSets the pitch of a persons voice.
  • setSoundEffectDefines the different sound effects for a trigger or a waypoint. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or…
  • setSpeakerSets the speaker of a person.
  • sideRadioSends the audio message to the side radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…
  • soundParamsReturns various params for the given sound. The sound has to be playing otherwise command returns empty array [].
  • soundVolumeReturns the current sound volume (set by fadeSound).
  • speakerReturns the speaker class name of a unit.
  • speechVolumeReturns the current speech volume (set by fadeSpeech)
  • stopSoundTerminates the given sound. If sound object provided, such as say3D and there is .lip file playback attached, this playback will also terminate.
  • vehicleRadioSends the audio message to the vehicle radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol. The…

Stamina System

  • allowSprintForce player to run/jog if set to false.
  • enableAimPrecisionSet whether animation's aim precision affects weapon sway.
  • enableFatigueEnables/Disables the person's fatigue.
  • enableStaminaEnable/disable stamina system
  • forceWalkForces unit to walk even if run or sprint is selected.
  • getAimingCoefGet current aiming coefficient (higher ~ less precise, default is 1)
  • getAnimAimPrecisionReturns aim precision for current animation
  • getAnimSpeedCoefGet coefficient for animation speed.
  • getCustomAimCoefReturns aimPrecision from animation state with custom value that will directly affects weapon sway size and speed.
  • getFatigueReturns fatigue of given unit.
  • getStaminaGet current stamina (~ seconds until depletion)
  • getWeaponSwayReturns current size of weapon sway of a given unit, in radians. This command may still return a value greater 0 even if sway was effectively set to…
  • isAimPrecisionEnabledReturns true if procedural aiming precision affects weapon sway.
  • isForcedWalkReturns true if player is forced to walk with forceWalk.
  • isSprintAllowedReturns true if player is allowed to sprint
  • isStaminaEnabledCheck if stamina depletion is enabled.
  • setAnimSpeedCoefSets a coefficient for animation speed (0.5 will play animations half the speed, 2 twice the speed).
  • setCustomAimCoefSet custom aim precision coefficient for weapon sway
  • setFatigueSets the person's fatigue, from 0 to 1.
  • setStaminaSet units' stamina (seconds until depletion)
  • setStaminaSchemeSets the scheme used for the Stamina system.

Strings

  • +Add two Numbers, concatenate two Arrays or two Strings, or create a copy of an Array or HashMap.
  • commentDefines a comment. See SQF Syntax#Comments to learn more about comments.
  • compileCompiles String expression into Code.
  • compileFinalCompiles an expression / takes an existing HashMap and makes it final, preventing it from being modified or overwritten (by = assignation,…
  • composeTextCreates a Structured Text by joining the given structured or plain text arguments.
  • copyFromClipboardReturn ANSI content of the (text) clipboard. If Unicode support is desired, see forceUnicode.
  • copyToClipboardCopies ANSI text string to the clipboard. If Unicode support is desired, see forceUnicode.
  • countCan be used to count: - The number of elements in an array (returns the already internally known array size) - The number of elements in an array…
  • diag_localizedReturns array with all localized keys from the given stringtable or the array of all stringtables names if empty string `""` is given. Common…
  • endlCreates a string containing a line break, similar to lineBreak for text. The name is inspired by c++ std::endl (end line). The command returns…
  • findSearches for an array element within an array or an ANSI string within an ANSI string.
  • forceUnicodeList of the commands that work with forceUnicode - copyFromClipboard - copyToClipboard - count - find - in - insert - reverse - select - splitString…
  • formatComposes a string containing other variables or other variable types. Converts any variable type to a string.
  • formatTextCreates a Structured Text similar to format command.
  • fromJSONObtain the game value from the provided JSON-formatted string.
  • getTextWidthReturns estimated width of the text based on font type and size. Similar to ctrlTextWidth but does not require a control and can be used to estimate…
  • hintOutputs a hint message to the right of the screen (left of the screen in Operation Flashpoint) with a sound (except in Armed Assault).
  • hintCDisplays a very basic message dialog in the center of the screen. Player control is taken away until "Continue" is pressed. The message dialog can be…
  • hintSilentSame as hint, but without a sound.
  • imageCreates a structured text containing the given image. Use setAttributes to set additional attributes on the image.
  • inChecks whether value is in array, unit is in vehicle, position is inside location or ANSI string is part of other ANSI string. If Unicode support is…
  • insertInserts multiple values into Array/String/HashMap.
  • isLocalizedChecks whether given *stringName* is localized.
  • joinStringJoins *array* into String with provided *separator*. Array can be of mixed types, all elements will be converted to String prior to joining, but the…
  • lineBreakCreates a structured text containing a line break.
  • localizeUsed to internationalise text messages. The provided translation key is looked up in Stringtable.xml (or Stringtable.csv).
  • parseNumberParses the string, interpreting its content as a floating point number.
  • parseSimpleArrayConverts given, formatted as simple array, String into a valid Array. Simple array is array consisting of Numbers, Strings, Booleans and Arrays of…
  • parseTextCreates a structured text by parsing the given XML description. Do not use parseText when displaying a localized text from Stringtable.xml.
  • selectSelects an element from an array, config entry from Config or substring from a string or a range from an array.
  • setAttributesReturns a Structured Text created from the given structured text and sets attributes to the given values.
  • splitStringSplits the provided ANSI string into an array of tokens according to given delimiters.
  • strConverts any value into a string, depending on its type. If an Object has a vehicleVarName, it is returned (see #Example 4).
  • textCreates a structured text containing the given plain text if argument is String. Use setAttributes to set additional attributes on the text. If the…
  • toArrayConverts the supplied String into an Array of Numbers. The numbers in the created array are the decimal Unicode representations of characters.
  • toFixedConverts a number into a string, keeping the specified number of decimals. If the desired number of decimals is higher than the actual number, nulls…
  • toJSONConverts data to JSON.
  • toLowerConverts the supplied Unicode string to all lowercase characters. If the string doesn't have characters with codes > 255, use toLowerANSI.
  • toLowerANSIConverts the supplied string to all lower case characters fast (could be 3× faster than toLower). ANSI in this case refers to ISO-8859-1 code page.
  • toStringConverts the supplied Array of Numbers into a String through <https://en.wikipedia.org/wiki/Unicode> characters representation conversion, or…
  • toUpperConverts the supplied Unicode string to all uppercase characters. If the string doesn't have characters with codes > 255, use toUpperANSI.
  • toUpperANSIConverts the supplied string to all upper case characters fast (could be 3x faster than toUpper). ANSI in this case refers to ISO-8859-1 code page.
  • trimTrims a string.

Strings - Regular Expression

  • regexFindSearches in a string with a regular expression.
  • regexMatchReturns whether the *haystack* matches the *pattern*.
  • regexReplaceSearches given *haystack* with given *pattern* and replaces all matches with given *replaceString*.

Structured Text

  • composeTextCreates a Structured Text by joining the given structured or plain text arguments.
  • ctrlSetStructuredTextSet the Structured Text which will be displayed in structured text control.
  • formatTextCreates a Structured Text similar to format command.
  • hintOutputs a hint message to the right of the screen (left of the screen in Operation Flashpoint) with a sound (except in Armed Assault).
  • hintCDisplays a very basic message dialog in the center of the screen. Player control is taken away until "Continue" is pressed. The message dialog can be…
  • hintSilentSame as hint, but without a sound.
  • imageCreates a structured text containing the given image. Use setAttributes to set additional attributes on the image.
  • lineBreakCreates a structured text containing a line break.
  • parseTextCreates a structured text by parsing the given XML description. Do not use parseText when displaying a localized text from Stringtable.xml.
  • setAttributesReturns a Structured Text created from the given structured text and sets attributes to the given values.
  • textCreates a structured text containing the given plain text if argument is String. Use setAttributes to set additional attributes on the text. If the…

System

  • addLiveStatsAdds score to the Xbox Live Statistics score for the given unit (or the commander unit of the given vehicle).
  • allExtensionsReturns information about all loaded Extensions
  • armoryPointsReturns, stored in [USERNAME].ArmaXProfile, value of *armoryPoints* entry. If the entry doesn't exist, it returns 0.
  • benchmarkReturns the value of "3D Performance" in OFP Preferences (flashpoint.cfg). This can be used to estimate the computer performance to adapt CPU and GPU…
  • buldozer_enableRoadDiagEnables road diagnostics in buldozer.
  • buldozer_isEnabledRoadDiagReturns if road diagnostics are enabled in buldozer.
  • buldozer_loadNewRoadsGenerates new roads. Working only in buldozer.
  • buldozer_reloadOperMapReload oper map visible in costMap diag tool. Working only in buldozer.
  • calculatePlayerVisibilityByFriendlySets if friendly units will calculate player's visibility or not. Default value is false.
  • callExtensionCalls custom .dll also known as Extension. The name of the extension is the name of the extension .dll without ".dll" part (or without "_x64.dll"…
  • cheatsEnabledChecks whether cheats are enabled (whether the designers' version is running).
  • compileScriptThis command is an alias for `compile(Final) (prefixHeader + preprocessFileLineNumbers path)`. See description of preprocessFileLineNumbers for more…
  • completedFSMChecks whether the given FSM is completed. The FSM handle is the number returned by the execFSM command.
  • connectToServerConnects the client to the provided server.
  • copyFromClipboardReturn ANSI content of the (text) clipboard. If Unicode support is desired, see forceUnicode.
  • copyToClipboardCopies ANSI text string to the clipboard. If Unicode support is desired, see forceUnicode.
  • currentNamespaceReturns the current global namespace the script runs in.
  • distributionRegionReturns the numerical index for the distribution region of this copy of Armed Assault. 1. USA 1. Rest of the world
  • enableCausticsEnable/disable caustics drawing.
  • enableSatNormalOnDetailEnables/Disables satellite normal map or detail maps.
  • endLoadingScreenFinishes loading screen started by startLoadingScreen.
  • exportLandscapeXYZExports landscape as XYZ file.
  • finishMissionInitFinish world initialisation before mission is launched.
  • freeExtensionUnloads given extension loaded previously with callExtension so that extension developer could rapidly tweak developed extension without restarting…
  • getCalculatePlayerVisibilityByFriendlyReturns true if visibility of player by friendly units is calculated.
  • getFieldManualStartPageReturns array of the starting topic and hint the given field manual should display.
  • getMissionOptionsReturns various mission options
  • getMissionPathReturns mission root plus the filename in a form of filepath to be used with commands requiring absolute path such as playSound3D, drawIcon3D,…
  • getObjectViewDistanceGets the values of rendering distances of objects and shadows.
  • getPiPViewDistanceGet the set PiP (Picture-in-Picture) view distance (that can be set by setPiPViewDistance).
  • getResolutionReturns an array containing all information about current client screen resolution.
  • getShadowDistanceGets the shadows rendering distance.
  • getStatValueReturns value of the given stat.
  • getSteamFriendsServersReturns servers information of Steam friends currently playing the game.
  • getTerrainGridA getter for setTerrainGrid, returns the current terrain grid.
  • getTextureInfoReturn texture information - resolution in pixels (mipmap level 0) and average colour. Multiply the pixel values by pixelW and pixelH to get screen…
  • getVideoOptionsObtain the current system's video settings.
  • isAutotestReturns true if game was started with autotest parameter
  • isFilePatchingEnabledReturns true if file patching is enabled otherwise false
  • isGameFocusedReturns the state of game focus changed by pressing <kbd>ALT</kbd>+<kbd>TAB</kbd> or similar action.
  • isGamePausedReturns the state of game simulation. Simulation can get paused by pressing <kbd>Alt</kbd>+<kbd>Tab</kbd> or a system dialog opening (e.g.…
  • isPiPEnabledReturns whether Picture-In-Picture video option (Render to Texture) is enabled or not.
  • isStreamFriendlyUIEnabledReturns the status of STREAM FRIENDLY UI setting in UI (OPTIONS >> GAME >> GENERAL >> STREAM FRIENDLY UI).
  • keyImageReturns a structured text, containing an image or name (if no image is found) of the button, on the keyboard, mouse or joystick, with the given code.
  • keyNameReturns the name of a button with extra quotation marks (on the keyboard, mouse or joystick) with the given code.
  • languageReturns current game language.
  • libraryCreditsReturns the credits for the libraries used by the game.
  • libraryDisclaimersReturns the library disclaimers.
  • openSteamAppOpens a Steam application, returns false if it was not possible to run the application.
  • openYoutubeVideoOpens Steam overlay with given YT video. Video URL is the end part of the YT URL, starting with watch?v=....
  • playMissionThe mission is launched (from the main menu).
  • playScriptedMissionLoad the given world, launch an empty mission, and execute the given expression. If provided, *config* can reference to the config entry, replacing…
  • preprocessFileReads and processes the content of the specified file. Preprocessor is C-like, supports comments using `//` or `/*` and `- /` and PreProcessor…
  • preprocessFileLineNumbersReturns the preprocessed content of the given file. The preprocessor is C-like, it supports comments using /* */ and PreProcessor Commands.
  • productVersionReturns the product's friendly name, identifier, version and build number.
  • profileNameReturns currently chosen user profile name. For Steam profile name see profileNameSteam.
  • profileNameSteamReturns name of the current Steam profile. For currently chosen user profile name see profileName
  • progressLoadingScreenIf loading screen is shown, sets progress bar to the given value (interval is from 0 to 1]).
  • requiredVersionCheck if version of application is available. If the current version is older than the required one, a warning message is shown and false is returned.
  • reversedMouseYReturns true if mouse vertical axe is inverted.
  • runInitScriptFades in mission screen and re-executes init.sqf and init.sqs scripts. In Eden Editor the code inside the "Init" mission attribute is executed.
  • saveJoysticksSaves joysticks key mappings into the joysticks.cfg file. Engine add these joysticks to the Joystick Scheme mapping dialog in options controls…
  • screenshotTakes a screenshot of the 3D scene and saves it to the provided filename. - Only the 3D scene is captured, no GUI/cursor - Sampling is taken in…
  • setArmoryPointsStores passed number into [USERNAME].ArmaXProfile file, where it assigns it as a value to *armoryPoints* entry. If entry doesn't exist, it is created.
  • setDetailMapBlendParsSets the detail texture map blend pars. Allows for smooth transition between detailed and undetailed terrain texture at distance.
  • setFSMVariableSet variable to given value in the variable space of given FSM.
  • setHorizonParallaxCoefSets coef used to shift horizon position based on camera height (use 0 to disable shifting).
  • setMissionOptionsSets various mission options. The options are automatically reset between missions and are saved/restored with the save system.
  • setObjectViewDistanceSets the rendering distance of objects and shadows.
  • setPiPViewDistanceSet the PiP (Picture-in-Picture) view distance. This has no impact if PiP is disabled (see isPiPEnabled).
  • setShadowDistanceSets the shadows rendering distance.
  • setStatValueSets a value to a given stat.
  • setSystemOfUnitsSet system of units. This will only impact gauges from advanced flight model.
  • setTerrainGridSets the desired terrain resolution in meters.
  • setViewDistanceSet rendering distance. Setting view distance to <= 0 resets the value to the client's options (set in `Options → Video → General → Visibility →…
  • squadParamsReturns data about squad of given unit loaded from squad.xml as well as the unit itself.
  • startLoadingScreenShows loading screen with the given text, using the given resource. While loading screen is shown, simulation and scene drawing is disabled, user…
  • steamGameRecordingEventTriggers a Steam Timeline event within the Game Recording feature. Read Arma 3: Steam Game Recording for more information and a list of all available…
  • supportInfoCreates a list of supported operators and type. Each field of array has the format: "x:name" Where x can be: - 't' - type - 'n' - nullar operator -…
  • systemOfUnitsReturns the currently selected system of units. - 0: Metric - 1: Mixed (ground vehicles use Metric / air vehicles use Imperial) - 2: Imperial
  • unlockAchievementUnlocks the given achievement. The achievements are listed in CfgAchievements, however none of the currently listed achievements is used in Arma 3,…
  • useAIOperMapObstructionTestToggle secondary obstruction test on road paths.
  • viewDistanceReturns the rendering distance.

Team Switch

  • addSwitchableUnitAdds a unit to the list of units available for Team Switch. Units marked as playable in editor are automatically switchable.
  • enableTeamSwitchEnable / disable Team Switch. The default setting is enabled.
  • onBriefingTeamSwitchSelect a sound defined in the CfgSounds of the mission to be played the first time the TeamSwitch tab is selected in the briefing.
  • onTeamSwitchDefines an action performed when the team switch is finished. Commandset receives the following special variables: *_from* object previous unit,…
  • removeSwitchableUnitRemove a unit from the list of units available for Team Switch.
  • switchableUnitsReturns a list of playable units available for switching to - Command is relative to the client on which it is executed and will only show playable…
  • teamSwitchInvoke the Team Switch dialog (force it even when conditions are not met). There has to be at least one playable unit for team switch to work, and…
  • teamSwitchEnabledCheck if Team Switch is currently enabled. Team Switch is enabled by default.

Teams

  • addResourcesAdds resources to a team member.
  • addTeamMemberAdd given member to given team. Effect is local, unless both member and team are local to PC on which command is executed, then effect is global.
  • agentReturn a person for a given agent.
  • agentsReturn a list of agents in the current mission.
  • createTaskCreate a new AI task (subtask of parentTask). Type is name of registered task type.
  • createTeamCreates a Team and names it.
  • currentTasksReturns array with all uncompleted tasks for the given agent. getVariable could be used on Task to get the following special local variables from the…
  • deleteResourcesDelete (unregister) resources of the team member. Resources are deleted in the order they were added. Case insensitive.
  • deleteTeamDestroy given team.
  • isAgentCheck if team member is an agent.
  • membersReturn a list of members in given team.
  • registeredTasksReturns array with all registered task types for the given agent. The values are the names set in `CfgTasks` classes `name` property and are the same…
  • registerTaskRegisters a new task type. Parameters are defined in the given config class (subclass of `CfgTasks`)
  • removeTeamMemberRemove given member from given team. Effect is local, unless both member and team are local to PC on which command is executed, then effect is global.
  • resourcesReturns the resources of a team member. Results are local to the PC on which command was executed.
  • sendTaskCreate a new AI task (subtask of parentTask). Type is name of registered task type.
  • setLeaderSet the leader of the given Team. Effect is local, unless both leader unit and team are local to PC on which command is executed, then effect is…
  • teamMemberReturn an agent for given person.
  • teamMemberNullA non-existent Team Member. To compare non-existent team members use isNull or isEqualTo:
  • teamNameReturn a name of given team.
  • teamsReturn a list of teams in the current mission.
  • teamTypeReturns a type of given team.

Time

  • accTimeReturns the current simulation acceleration factor.
  • dayTimeReturns the current in-game time in hours. For a formatted version of time, see BIS_fnc_timeToString.
  • diag_deltaTimeReturns the duration of the previous frame in seconds
  • diag_tickTimeReal time in seconds spent from the start of the game. On Windows the command uses timeGetTime.
  • estimatedEndServerTimeEstimated end of MP game in seconds converted to serverTime.
  • estimatedTimeLeftSets the estimated time left in the game that is shown in the "Game in progress" screen or in the master browser.
  • serverTimeReturns the time since latest server (re)start in seconds.
  • setAccTimeSet simulation acceleration coefficient. May also be used to slow time in cutscenes.
  • setTimeMultiplierSets a time multiplier for in-game time. The command range is capped at 0.1 - 120 to avoid performance problems.
  • skipTimeJumps the specified number of hours forward or backward. The time of day and tides are adjusted, but no changes are made to any units.
  • systemTimeReturns system time.
  • systemTimeUTCReturns systemTime according to Universal Time Coordinated time scale.
  • timeReturns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime. Unlike…
  • timeMultiplierReturns the value set with setTimeMultiplier.
  • uiTimeReturns UI time elapsed since mission started (in seconds). Unlike time the uiTime does not stop when game is paused.

Triggers

  • createTriggerCreates a trigger of the given type and at the given position. The type must be a class name in *CfgNonAIVehicles* or *CfgVehicles* with `simulation…
  • inAreaChecks whether given position or object is inside given area. Use inAreaArray to check multiple positions/objects within area.
  • inAreaArrayReturns given list of Objects and/or Positions that are in the given area, area defined by a trigger, marker, location or array.
  • inAreaArrayIndexesReturns indices of positions that are within the provided area.
  • listList of units that would activate given Trigger.
  • setEffectConditionThe statement is executed when the trigger or waypoint is activated and the effects are launched depending on the result.
  • setMusicEffectDefines a music track played on activation. If another track is playing already, this will stop it and start the new track.
  • setRadioMsgSets radio trigger menu title text (0 -> 0 -> map radio). Use "NULL" to disable radio slot. Use "" to restore default title.
  • setSoundEffectDefines the different sound effects for a trigger or a waypoint. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or…
  • setTitleEffectDefines the title effect to show on activation via [Type, Effect, Text] where
  • setTriggerActivationDefines the trigger activation type.
  • setTriggerAreaDefines the area monitored by the given trigger. The area could be either rectangular or elliptical.
  • setTriggerIntervalSets the interval in seconds for trigger condition check.
  • setTriggerStatementsDefines trigger condition, activation and deactivation statements. Trigger condition has to return Boolean. true will activate the trigger, false…
  • setTriggerTextSets the text label attached to the trigger object. This is used for example as a radio slot label for radio activated triggers.
  • setTriggerTimeoutDefines the time between condition satisfaction and trigger activation (randomly from min to max, with an average value mid). If the last argument is…
  • setTriggerTypeSets the type of action processed by the trigger after activation (no action, a waypoints switch or an end of mission):
  • synchronizedTriggersReturns the list of triggers synchronized with a given waypoint.
  • synchronizedWaypointsReturns the list of waypoints synchronized with a given trigger or waypoint.
  • synchronizeTriggerSynchronizes the trigger with zero or more waypoints.
  • synchronizeWaypointSynchronizes the trigger or the waypoint with an array of waypoints.
  • triggerActivatedReturns true if the trigger has been activated.
  • triggerActivationReturns trigger activation.
  • triggerAreaReturns currently monitored trigger area. Since Arma 3 v1.60, the command returns 3rd dimension for the monitored area. If height is not set, the…
  • triggerAttachedVehicleReturns vehicle attached to the trigger (for example using triggerAttachVehicle).
  • triggerAttachObjectAssigns a static object to the trigger. The activation source is changed to "STATIC".
  • triggerAttachVehicleSpecifies the entity which will activate the selected trigger.
  • triggerIntervalReturns trigger condition check frequency in seconds.
  • triggerStatementsReturns trigger statements.
  • triggerTextReturns trigger text.
  • triggerTimeoutReturns trigger timeout.
  • triggerTimeoutCurrentReturns current timeout of the given trigger or -1 if countdown is not in progress.
  • triggerTypeReturns the trigger type.

Turrets

  • addMagazinesTurretAdds given number of a magazine to the given turret. Use turret path `[-1]` for driver's turret.
  • addMagazineTurretAdds a magazine to the turret. Use turret path `[-1]` for driver's turret.
  • addWeaponTurretAdds a weapon to the turret. Use turret path [-1] for driver's turret.
  • allTurretsReturns array of available turret paths from vehicle object.
  • assignAsTurretAssigns the soldier to turret.
  • currentMagazineDetailTurretReturns the class name of currently used magazine on specified turret. Use turret path [-1] for driver's turret. Note that a turret is not loaded…
  • currentMagazineTurretReturns the name of the type of the currently using magazine on specified turret. Use turret path [-1] for driver's turret. Note that a turret is not…
  • currentWeaponTurretReturns the name of the currently selected weapon on specified turret. Use turret path [-1] for driver's turret.
  • directionStabilizationEnabledGet state of direction stabilization. This command returns true if the current optic mode of the selected turret has direction stabilization…
  • enableDirectionStabilizationEnables / disables direction stabilization of turrets. This command only has an effect if the current optic mode of the selected turret has…
  • enableGunStabilizationEnables/disables turret gun stabilisation.
  • enablePersonTurretEnables or disables firing from a vehicle cargo position. To get the turret path use assignedVehicleRole or getCargoIndex command.
  • getTurretLimitsReturns the rotation and elevation limits for the given turret.
  • getTurretOpticsModeGet the current optics mode of the optics in the turret occupied by the specified unit. The alternative syntax allows a vehicle and turret path to be…
  • loadMagazineInitiates the loading action on given weapon of the turret of a transport. So the new magazine is not available instantly, yet according to the…
  • lockedTurretCheck whether gunner position of the vehicle turret is locked.
  • lockTurretLock the gunner position of the vehicle turret. This command will remove user "get in" action (not "get out") but will also stop player getting into…
  • magazinesAllTurretsReturns all magazines (including empty) from all vehicle turrets (including driver turret [-1]) and their ammo counts. Since Arma 3 v2.08.148327 it…
  • magazinesTurretReturns all magazines of given turret. Use turret path [-1] for driver's turret. Alternatively, use magazinesAllTurrets.
  • magazineTurretAmmoReturns ammo count of given magazine from given turret (see setMagazineTurretAmmo for more info)
  • moveInTurretMoves the soldier into the vehicle's turret. (Immediately, without animation).
  • removeAllMagazinesTurretRemoves all magazines from the given turret or from all turrets. Use turret path [-1] for driver's turret or [] for all turrets.
  • removeMagazinesTurretRemoves all magazines of the given type from given vehicle. Use turret path [-1] for driver's turret.
  • removeMagazineTurretRemoves the magazine from the turret. Use turret path [-1] for driver's turret.
  • removeWeaponTurretRemoves weapon from the turret. Use turret path [-1] for driver's turret.
  • selectWeaponTurretSelects the given weapon on the specified turret. Use turret path [-1] for the driver's turret.
  • setMagazineTurretAmmoSets ammo count to given amount for given turret magazine.
  • setTurretLimitsSets the rotation and elevation limits for the given turret. The limits are relative to model orientation of the turret. For example to allow 360…
  • setTurretOpticsModeSet the current optics mode of the optics in the turret occupied by the specified unit. Alternatively, you can specify a vehicle and turret path…
  • turretLocalChecks if a turret is local.
  • turretOwnerReturns id of the turret's owner. Returns 0 on non-server and SP.
  • turretUnitReturns the unit in the vehicle turret. To find turret path of known unit, see unitTurret.
  • unitTurretReturns the turret path the given vehicle's gunner is in. To get the turret's unit see turretUnit.
  • weaponsTurretReturns all weapons of a given turret. Use turret path [-1] for driver's turret.

Unit Control

  • allowGetInSet if the units given in the list are allowed to enter vehicles.
  • assignAsCargoAssign a unit as cargo of a vehicle. Used together with orderGetIn to order a unit to get in as cargo into a specific vehicle.
  • assignAsCargoIndexAssigns the character to a specific cargo / passenger index of the given vehicle.
  • assignAsCommanderAssign a unit as commander of a vehicle. Used together with orderGetIn to order subordinate units to get in as commander of a specific vehicle.
  • assignAsDriverAssign a unit as driver of a vehicle. Used together with orderGetIn to order subordinate units to get in as driver of a specific vehicle.
  • assignAsGunnerAssign a unit as gunner of a vehicle. Used together with orderGetIn to order subordinate units to get in as gunner of a specific vehicle.
  • assignedCargoReturns the list of soldiers assigned to the given vehicle as a cargo.
  • assignedCommanderReturns the soldier assigned to the given vehicle as a commander.
  • assignedDriverReturns the soldier assigned to the given vehicle as a driver.
  • assignedGunnerReturns the soldier assigned to the given vehicle as a gunner.
  • attackEnabledReturn whether a group's leader can issue attack commands to soldiers under his command.
  • commandFireOrder the given unit to fire on the given target (via the radio). If the target is objNull, the unit is ordered to fire on its current target (set…
  • commandFollowOrder the given unit(s) to follow another from his own group (via radio). It can also be used to resume unit formation after e.g doStop.
  • commandFSMOrders a unit to process command defined by FSM file (via the radio).
  • commandGetOutOrders one or multiple units to get out from the vehicle (via the radio). Same as doGetOut with latter being silent.
  • commandSuppressiveFireOrders the given unit or a group of units to suppress the given position or target (with radio messages, see doSuppressiveFire if you do not want…
  • commandWatchOrders the unit(s) to watch the given position or target (via the radio). Use objNull as the target to order a unit to stop watching a…
  • currentCommandReturn the current command type (empty string when no command) for the commander of given vehicle (or for a given soldier).
  • doFireOrder the given unit(s) to fire on the given target (without radio messages).
  • doFollowOrder the given unit(s) to follow another from his own group as his formation leader (without radio messages).
  • doFSMOrders a unit to process command defined by FSM file (silently).
  • doGetOutOrders one or multiple units to get out from the vehicle (silently). Same as commandGetOut with latter being shown via radio chat.
  • doMoveOrder the given unit(s) to move to the given position (without radio messages). Upon reaching its destination, if it is the group leader it will…
  • doStopOrder the given unit(s) to stop (without radio messages). The units stopped in this way will leave the groups formation.
  • doSuppressiveFireOrders the given unit or a group of units to suppress the given position or target (without radio messages, see commandSuppressiveFire is you need…
  • doTargetOrder the given unit(s) to target the given target (without radio messages). Targeting can be stopped by
  • doWatchOrder the given unit(s) to watch the given position or target (without radio messages). Use objNull as the target to order a unit to stop watching a…
  • effectiveCommanderReturns the effective commander of the vehicle. Effective commander is the player whom driver AI will listen to.
  • emptyPositionsReturns the number of given empty positions in the vehicle.
  • enableAttackSet if leader can issue attack commands to the soldiers in his group.
  • expectedDestinationReturn expected destination of unit as an array.
  • fireForces a unit to fire the given weapon.
  • fireAtTargetRemotely forces a unit to fire the given weapon. See also BIS_fnc_fire.
  • forceFollowRoadForces the vehicle to stay on road.
  • forceWeaponFireThe unit will be forced to fire weapon from the given muzzle. The weapon will not fire if firemode passed as parameter is not supported by the given…
  • forgetTargetResets the info a group has about a target, forcing knowsAbout value to 0.
  • formationLeaderReturn leader of the formation.
  • formLeaderReturns the formation leader of a given unit. This is often the same as the group leader, but not always, for example in cases when a unit is ordered…
  • getCruiseControlReturns cruise control settings set with setCruiseControl command.
  • getLeaningReturns the leaning factor of the given unit.
  • glanceAtControl what the unit(s) is/are glancing at (target or Position). If target is used, it will get revealed fully.
  • inChecks whether value is in array, unit is in vehicle, position is inside location or ANSI string is part of other ANSI string. If Unicode support is…
  • landForces a helicopter landing. If there is a helipad nearby, the helicopter will attempt to land on it. VTOL he other hand will just land somewhere. To…
  • landAtOrder an AI airplane to land at a given airport. ID is the number to identify which map airport you want the airplane to land at. See Arma: Airport…
  • landResultReturn the result of helicopter landing position searching (performed after the land command).
  • leaveVehicleCeases the using of the vehicle by a group and unassigns vehicle from the group. If the argument is a single unit, the vehicle will be unassigned…
  • limitSpeedLimit the speed of an AI-driven vehicle or AI person to given value. It has continuous effect and AI will not break through the speed limitation…
  • lookAtControl what the unit(s) is/are looking at (target or Position). If target is used, it will get revealed fully.
  • moveLet group move to given position. Active waypoints will be ignored when command is used.
  • moveInAnyMoves unit to the first available seat in the specified vehicle.
  • moveInCargoMoves a unit into a vehicle cargo position (immediately and without animation).
  • moveInCommanderMove soldier into vehicle commander position (Immediate, no animation).
  • moveInDriverMoves soldier into vehicle driver position (immediate, no animation).
  • moveInGunnerMove the unit into vehicle gunner position (immediate, no animation).
  • moveOutMoves the soldier out of the vehicle.
  • moveToLow level command to person to move to given position. It is good to check first if AI pilot unit state is COMPLETED moveToCompleted first as this…
  • moveToCompletedCheck if latest low level moveTo command is finished. Returns true if given AI pilot unit state == COMPLETED
  • moveToFailedCheck if latest low level moveTo command failed.
  • orderGetInForce all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything.
  • playActionWhen used on a person, a smooth transition to the given action will be initiated.
  • poseReturns the pose of the given unit.
  • sendSimpleCommandSends a simple command to the vehicle's driver / gunner (air vehicles ignore it). See also vehicleMoveInfo.
  • setCruiseControlLimits or sets local player-controlled vehicle's speed through cruise control.
  • setDestinationSet the destination for path planning of the pilot.
  • setEffectiveCommanderSets effectiveCommander of the given vehicle. Effective commander is the person who commands the vehicle, i.e. gives commands to the driver.
  • setFormationTaskSet the current task of the formation member.
  • setUnitPosSet unit position rules. This command will not change the stance of the human player, even though it will change the output of unitPos command. To…
  • setUnitPosWeakSet unit position rules. This command is the lowest level of priority for setting unit position and to be used in scripted FSM's. Priorities are: 1.…
  • setUnloadInCombatSets whether or not cargo or turret units *should* get out of vehicle when in combat. If true, vehicle will stop and units will dismount. Vehicle…
  • stanceReturns the stance of the given unit.
  • stopStop an AI unit from turning or moving, preventing it to follow a watched object or engage an enemy properly - although if properly aligned, the unit…
  • stoppedCheck if unit is stopped by stop command.
  • suppressForForce suppressive fire from the unit.
  • swimInDepthSets the target depth level for swimming soldier. Depth should be a negative number.
  • switchActionWhen used on a person, the given action is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if…
  • unassignVehicleUnassigns individual unit from a vehicle, usually previously assigned with *assignAsXXX* command, i.e removes assignedVehicleRole of the unit.
  • unitPosReturn the unit position rules.
  • unitReadyCheck if the unit is ready. Unit is busy when it is given some command like move, until the command is finished.
  • vehicleMoveInfoReturns current vehicle move/turn info (a getter for sendSimpleCommand) in format [moveInfo, turnInfo]. Possible values:
  • weaponDirectionReturns the direction that the vehicle weapon is aiming in. For addons the weapon name must be an entry in CfgWeapons.

Unit Identity

  • deleteIdentityDeletes an identity created with saveIdentity from the campaign's progress file.
  • faceReturns the face class of a person as it is written in 'CfgFaces'.
  • hasCustomFaceGet whether or not a player has an available custom face file.
  • loadIdentityLoads person's identity from Objects.sav file in campaign directory (from entry name).
  • lockIdentityLocks the identity of a person. This will disable default identity.
  • nameWhen argument is Object, the command returns the name given to a unit using the setIdentity instruction or selected randomly by the game engine if…
  • pitchReturns the pitch of a persons voice.
  • rankReturns the rank of the given unit. Rank can be one of the following: - `"PRIVATE"` - `"CORPORAL"` - `"SERGEANT"` - `"LIEUTENANT"` - `"CAPTAIN"` -…
  • rankIdReturn the rank of the given unit for comparison.
  • saveIdentitySaves units's identity to Objects.sav file in campaign directory as entry name.
  • setFaceSet person's face. For a list of available faces, check CfgIdentities or `CfgFaces` config. If the face is non-existent, the face is set to 'Default'…
  • setIdentitySets identity of a person. The identities could be defined in a custom config in Description.ext or in the main config. For a list of available main…
  • setMimicSets person's facial expression. To set it back to default, use "".
  • setNameSets the name of a location or a person (person only in single player).
  • setNameSoundSets the nameSound of a person. By default, when giving orders, the units are addressed by their number. When nameSound is set, it will be used…
  • setPitchSets the pitch of a persons voice.
  • setRankSets rank of given unit.
  • setSpeakerSets the speaker of a person.
  • setUnitRankSets rank of given unit.
  • speakerReturns the speaker class name of a unit.

Unit Inventory

  • addBackpackGlobalAdds a backpack to a unit - global variant of addBackpack.
  • addBinocularItemAdds weapon item, including magazine, directly to the binocular weapon. This is used for infantry weapons.
  • addGogglesCreate a new item and try to link it into goggles (glasses) slot.
  • addHandgunItemAdds weapon item, including magazine, directly to the handgunWeapon. This is used for infantry weapons.
  • addHeadgearCreates a headgear item and tries to link it to headgear slot. If slot is occupied with another item, the item in the slot will be replaced.
  • addItemCreates new item and tries to add it into inventory. Inventory must have enough space to accomodate new item or command will fail.The item can also…
  • addItemToUniformCreate new item and store it to soldier's uniform. The item can also be a weapon or a magazine.
  • addItemToVestCreate new item and store it to soldier's vest. The item can also be a weapon or a magazine.
  • addMagazineAdds a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled (or…
  • addMagazineGlobalAdds magazine to a unit regardless of locality. This command can also be used to add magazine to a vehicle, like a static gun, for example.
  • addMagazinesAdds multiple magazines to the unit. For cargo containers use addMagazineCargoGlobal command.
  • addPrimaryWeaponItemAdds weapon item, including magazine, directly to the primaryWeapon. This is used for infantry weapons.
  • addSecondaryWeaponItemAdds weapon item, including magazine, directly to the secondaryWeapon. This is used for infantry weapons.
  • addUniformCreate a new uniform and try to link it into uniform slot (given uniform has to be supported by allowedUniforms list of target soldier).
  • addVestCreate a new vest and try to link it into vest slot.
  • addWeaponAdd a weapon to a unit. For a global version of this command see addWeaponGlobal.
  • addWeaponGlobalAdd a weapon to a unit. Infantry units can only carry weapons in their respective slots (primary, secondary and handgun), the addWeaponGlobal command…
  • addWeaponItemAdds a weapon item to the specified weapon. The item can be weapon magazine, in which case the amount of ammo and target muzzle could also be…
  • ammoCheck how many rounds are left in the currently loaded magazine in the given muzzle.
  • assignedItemsGet array with assigned items. The resulting Array order is not guaranteed. To check availability of a particular slot item use getSlotItemName. To…
  • assignItemAssigns existing item from inventory (uniform, vest, backpack) to a correct slot. If the slot is occupied by another item, it gets replaced. See also…
  • backpackMagazinesGet array with all magazines from backpack of the given unit.
  • backpacksReturns an array of all backpack names a unit has in its inventory, excluding the one it carries on the back.
  • binocularReturns class name of currently used binocular weapon.
  • binocularItemsReturns array with all items assigned to the binocular weapon except magazines. Use binocularMagazine command for the latter. This command is used…
  • binocularMagazineCollects all loaded magazines from all binocular muzzles and returns them in Array, otherwise it returns []. This command is used for infantry…
  • canAddChecks if given object can be stored in inventory of given object or any inventory container (uniform, vest, backpack) of given unit.
  • canAddItemToUniformChecks if given object can be stored into soldier's uniform.
  • canAddItemToVestChecks if given object can be stored into soldier's vest.
  • currentMagazineReturns class name of currently loaded vehicle's / unit's magazine.
  • currentMagazineDetailReturns description of vehicle's currently loaded magazine, its ammo count (current/default) and its id.
  • currentThrowableReturns currently selected throwable (and the muzzle it is loaded into), which will be launched if the user presses <kbd>G</kbd>.
  • currentWeaponReturn the name of the currently selected weapon (on the primary turret for vehicles).
  • forceAddUniformCreate a new uniform and hard link it into slot (without any restrictions).
  • gearIDCAmmoCountReturns ammo count of assigned magazine.
  • gearSlotAmmoCountReturns ammo count of assigned magazine.
  • gearSlotDataReturns gear slot item name.
  • getContainerMaxLoadReturns max load value of given uniform, vest or backpack container. For other types of containers, use maxLoad command
  • getCorpseReturns the corpse associated with given weaponholder. When unit is killed and had a weapon, the weapon is placed inside "WeaponHolderSimulated" and…
  • getCorpseWeaponholdersReturns primary and secondary weapon holders of a dead unit. If a unit had weapons at the moment of death, primary weapon is dropped into primary…
  • getSlotItemNameReturns the name of assigned item in given slot or the empty string.
  • getUnitLoadoutReturns a Unit Loadout Array with all assigned items, weapons, containers and their stored items.
  • gogglesReturns name of currently used goggles (for NVGoggles use hmd).
  • handgunItemsReturns array with all items assigned to the handgunWeapon except magazines. Use handgunMagazine command for the latter. This command is used for…
  • handgunMagazineCollects all loaded magazines from all handgunWeapon muzzles and returns them in Array, otherwise it returns []. This command is used for infantry…
  • handgunWeaponReturns the name of a unit's handgun (an empty string if there is none).
  • hasWeaponChecks if a unit has the given weapon in hands or on back/in holster. Weapons inside unit containers such as vest and backpack are not counted.
  • headgearReturns headgear of unit.
  • hmdReturns class name of currently used Head Mounted Display. Returns an empty string if the slot is empty.
  • isSwitchingWeaponReturns wether or not the unit is in the process of switching weapon.
  • isThrowableReturns true if the given magazine is a throwable.
  • isUniformAllowedCheck whether given uniform can be dressed by target soldier.
  • itemsReturns an array of names of all unit's stored items, including weapons but excluding magazines (see itemsWithMagazines) and assignedItems.
  • itemsWithMagazinesReturns combined array including all unit's stored items and all unit's stored magazines and all unit's stored weapons.
  • linkItemCreate and assign item to the correct slot. If there is an item in the targeted slot, it gets replaced. See also assignItem.
  • loadReturns the percentage of fullness of a unit's cargo. Output is usually in range 0..1, but can be higher after using certain scripting commands (like…
  • loadAbsReturns current sum of mass from items stored in all unit's containers, linked items and weapons.
  • loadUniformReturns current percentage of mass from items stored in a uniform relative to the maximum capacity of the uniform.
  • loadVestReturns current percentage of mass from items stored in a vest relative to the maximum capacity of the vest.
  • lockedInventoryGet a vehicle's inventory lock state. Can also be used on a unit's backback (see lockInventory).
  • lockInventoryLock or unlock a vehicle's inventory access. This command can also lock backpack a unit is wearing to prevent access by a third party. If set to true…
  • magazinesReturns array of type names of all vehicle's magazines. When applied to a unit, the command behaves differently and will omit magazines already…
  • magazinesAmmoReturns all vehicle's magazines and their ammo count (also works on supply boxes). When applied to a unit (soldier), the command behaves differently…
  • magazinesAmmoFullReturns array of arrays of all unit's or vehicle's magazines with extended information about them. The magazines returned are for primary gunner. If…
  • magazinesDetailReturns an array of strings with description of all vehicle's magazines, their ammo count (current/default) and their ids for the primary gunner.
  • magazinesDetailBackpackReturns an array with the type names of all the unit's backpack magazines.
  • magazinesDetailUniformReturns an array with the type names of all the unit's uniform magazines.
  • magazinesDetailVestReturns an array with the type names of all the unit's vest magazines.
  • maxLoadReturns maximum load limit for a unit, uniform/vest/backpack containers, vehicle cargo, supply boxes and weapon holders.
  • primaryWeaponReturns name of unit's primary weapon. This command will also return a weapon class name if the weapon is not used by the player, for example, it is…
  • primaryWeaponItemsReturns array with all items assigned to the primaryWeapon except magazines. Use primaryWeaponMagazine command for the latter. This command is used…
  • primaryWeaponMagazineCollects all loaded magazines from all primaryWeapon muzzles and returns them in Array, otherwise it returns []. This command is used for infantry…
  • removeAllAssignedItemsUnassigns and deletes all linked items from inventory. The commands operates on assignedItems array, which does not include goggles or headgear but…
  • removeAllBinocularItemsRemoves all items from binocular weapon, except magazine.
  • removeAllContainersRemoves all containers (vest, uniform, backpack) from the provided unit.
  • removeAllHandgunItemsRemoves all items from handgunWeapon, except magazine.
  • removeAllItemsRemoves all special items from the unit.
  • removeAllItemsWithMagazinesRemoves all itemsWithMagazines from the uniform, vest and backpack. Command essentially clears all unit's containers.
  • removeAllMagazinesRemoves all magazines from the unit.
  • removeAllPrimaryWeaponItemsRemoves all items from primaryWeapon, except magazine.
  • removeAllSecondaryWeaponItemsRemoves all items from secondaryWeapon, except magazine.
  • removeAllWeaponsRemoves all weapons and magazines from the given unit. Does not remove items like map, compass, radio (see removeWeapon for this).
  • removeBackpackGlobalRemoves backpack from a unit. (even non-local)
  • removeBinocularItemRemoves given weapon item, including magazine, from the binocular weapon.
  • removeGogglesRemoves goggles from unit (diver goggles for example). This command does not remove NVGoggles. Use unassignItem and removeItem or just unlinkItem for…
  • removeHandgunItemRemoves given weapon item, including magazine, from the handgunWeapon
  • removeHeadgearRemoves headgear from a unit. If unit has no headgear command quietly fails.
  • removeItemRemoves item from the inventory. The removal order by containers is uniform → vest → backpack.
  • removeItemsRemoves all items with given class name from the inventory.
  • removeMagazineRemove magazine from the unit or static weapon.
  • removeMagazineGlobalRemoves the magazine from the unit.
  • removeMagazinesRemoves all magazines of given type from the unit. If magazine class does not exist, nothing happens, not even .rpt message, unlike with addMagazine…
  • removePrimaryWeaponItemRemoves given weapon item, including magazine, from the primaryWeapon.
  • removeSecondaryWeaponItemRemoves given weapon item, including magazine, from the secondaryWeapon.
  • removeUniformRemoves uniform from unit.
  • removeVestRemoves vest from unit.
  • removeWeaponRemove weapon from a unit. The unit must be local to the computer where command is executed. For a global version of this command, see…
  • removeWeaponGlobalRemove a weapon from a unit. An attempt to remove a weapon, which is not in unit's possession, is simply ignored.
  • removeWeaponItemRemoves magazine from the specified muzzle. It is possible to remove magazine directly from 'Throw' muzzle provided it is configured with…
  • secondaryWeaponReturns the name of a unit's secondary weapon (launcher). To detect the weapon which is currently being used by the unit use currentWeapon.
  • secondaryWeaponItemsReturns array with all items assigned to the secondaryWeapon except magazines. Use secondaryWeaponMagazine command for the latter. This command is…
  • secondaryWeaponMagazineCollects all loaded magazines from all secondaryWeapon muzzles and returns them in Array, otherwise it returns []. This command is used for infantry…
  • selectThrowableSelects current throwable, which will be launched if the user presses <kbd>G</kbd>.
  • setAmmoSets custom ammo count in the currently loaded magazine of the specified weapon or muzzle.
  • setMaxLoadSets maximum load limit for a uniform/vest/backpack containers, vehicle cargo, supply boxes and weapon holders. In MP this command should be executed…
  • setUnitLoadoutCreates a loadout from given inventory structure and applies it to a unit. When String for class name is supplied, the command will search…
  • setVehicleAmmoDefSets how much ammunition (compared to the configuration of magazines defined in the vehicle's class) the vehicle has. Note that the ammo will only be…
  • soldierMagazinesGet array with all magazines of the given unit.
  • someAmmoCheck if unit has some ammo.
  • throwablesReturns all throwables in unit inventory in currentThrowable format.
  • unassignItemUnassigns existing item and tries to put it into inventory. If there is no space in inventory the item simply disappears. See also unlinkItem.
  • uniformReturns name of uniform.
  • uniformContainerReturns a cargo container of a unit's uniform.
  • uniformItemsGet array with all items (of any kind, even weapons) from uniform.
  • uniformMagazinesGet array with all magazines from uniform of the given unit.
  • uniqueUnitItemsReturns hashmap of all items in units inventory as [classname, count] pairs.
  • unlinkItemUnassign and delete existing item from its assigned slot. Nothing happens if the item does not exist or is not assigned. See also unassignItem.
  • vestnameof vest.
  • vestContainerReturns a cargo container of a unit's vest.
  • vestItemsGet array with all items (of any kind, even weapons) from vest.
  • vestMagazinesGet array with all magazines from vest of the given unit.
  • weaponAccessoriesGet array with all items linked to a given weapon.
  • weaponAccessoriesCargoReturns array with all items assigned to the given weapon in given cargo container.
  • weaponCargoGet array with weapons from ammo box (or any general weapon holder container).
  • weaponsReturns array of names of all unit's weapons.
  • weaponsItemsReturns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.

Variables

  • ! aReturns the negation of a Boolean expression. This means `true` becomes `false` and vice versa.
  • a != bReturns whether one value is not equal to another. String comparison is case-insensitive (e.g `"STRINGtext" != "stringTEXT" // returns false -…
  • a && bReturns true only if both conditions are true. In case of the alternative syntax, lazy evaluation is used - if left operand is false, evaluation of…
  • a = bAssigns the result of expression on the right to the variable on the left. Technically this is not a command and it is not listed in supportInfo;…
  • a == bCheck if *a* is equal to *b*. String comparison is case-insensitive - use isEqualTo if case sensitivity is needed.
  • a greater bReturns true if a is greater than b, else returns false.
  • a greater= bReturns if *a* is greater than or equal to *b*.
  • a hash bSelects an element from an Array, same as select command for arrays, but has higher precedence.
  • a less bReturns if *a* is lesser than *b*.
  • a less= bReturns true if a is less than or equal to b, else returns false.
  • a or bReturns true if one or both conditions are true. In case of the alternative syntax, lazy evaluation is used. That means that if left operand is true,…
  • addPublicVariableEventHandlerThis event handler will detect if a missionNamespace variable (it is attached to) has been broadcast over network with publicVariable,…
  • allVariablesReturns a list of all variables from the desired namespace.
  • andReturns true only if both conditions are true. In case of the alternative syntax, lazy evaluation is used - if left operand is false, evaluation of…
  • configNullA non-existing Config.
  • diaryRecordNullA non-existent Diary Record. To compare non-existent objects use isNull or isEqualTo:
  • displayNullA non-existing Display. To compare non-existent displays use isNull or isEqualTo:
  • falseAlways false.
  • getFSMVariableReturn the value of variable in the variable space of given FSM. The FSM handle is the number returned by the execFSM command.
  • getVariableReturns the value of variable in the variable space assigned to various data types. All available data types combinations:
  • importImports one or multiple local variables from the parent scope, and defines them as private variables in the current scope. It can bypass privateAll.
  • isEqualRefCompares two values by reference, returns true if equal.
  • isEqualToPerforms strict comparison between var1 and var2 and returns true if equal, otherwise false. Strict means that it would check that both arguments are…
  • isEqualTypeCompares two values' types. A much faster alternative to `typeName a == typeName b`.
  • isEqualTypeAllCompares types of all elements of an array to the type of a single value. Since Arma 3 v2.09.149634 no additional check is needed to make sure the…
  • isEqualTypeAnyCompares type of given value to every type in the given array and if match is found, true is returned.
  • isEqualTypeArrayCompares types of all elements of one array to types of all elements of another array. Since Arma 3 v2.09.149634 no additional check is needed to…
  • isEqualTypeParamsCompares types of all elements of input array to types of all elements of template array.
  • isFinalChecks if Code or a variable was compiled final with compileFinal.
  • isMissionProfileNamespaceLoadedThe missionProfileNamespace variables are loaded at the start of a mission, before 'init.sqf' is executed.
  • isNilTests whether a variable is nil or undefined from its identifier, or whether the given expression evaluates to nil or Nothing.
  • isNotEqualRefCompares two values by reference, returns true if not equal.
  • isNotEqualToPerforms strict comparison between var1 and var2 and returns false if equal, otherwise true.
  • isNullChecks whether the tested item is null.
  • localNamespaceReturns local Namespace attached to the mission. Has the same lifetime as missionNamespace but variables cannot be broadcasted out of or into this…
  • locationNullA non-existing Location. To compare non-existent locations use isNull or isEqualTo:
  • missionNamespaceReturns the global namespace attached to mission.
  • missionProfileNamespaceThis namespace has the same lifetime as profileNamespace but is also connected to the mission it is saved from. See saveMissionProfileNamespace for…
  • netObjNullA non-existent NetObject. To compare non-existent objects use isNull or isEqualTo:
  • nilNil value. This value can be used to undefine existing variables.
  • notnot a is exactly the same as ! a.
  • objNullA non-existent Object. To compare non-existent objects use isNull or isEqualTo:
  • orReturns true if one or both conditions are true. In case of the alternative syntax, lazy evaluation is used. That means that if left operand is true,…
  • paramExtracts a single value with given index from input argument, similar to BIS_fnc_param.
  • paramsParses input argument into array of private variables. When used without argument, as shown in main syntax, internal variable _this, which is usually…
  • parsingNamespaceReturns the global namespace attached to config parser.
  • privateSets a variable to the innermost scope. See also param and params.
  • privateAllDisables the implicit inheritance of local variables, as defined in the parent scope.
  • profileNamespaceReturns the global namespace attached to the active user profile. Use setVariable and getVariable to save and load data to and from this Namespace. A…
  • publicVariableReliably broadcasts missionNamespace variable and its current value to all computers (server/client).
  • publicVariableClientSend the variable value to the client computer - same limitations regarding variable type as publicVariable.
  • publicVariableServerSend the variable value to the server - same limitations regarding variable type as publicVariable.
  • saveMissionProfileNamespacemissionProfileNamespace provides long-term storage solution for mission variables.
  • saveProfileNamespaceSaves all variables stored in profileNamespace to the active Profile.
  • saveVarSave variable value into the campaign space. This variable is available to all following missions in the campaign.
  • scriptNullA non-existing or completed Script Handle. To compare non-existent scripts use isNull or isEqualTo:
  • serverNamespaceReturns server's namespace. This namespace is only available on the server for the server's uptime duration (same as uiNamespace).
  • setVariableSet variable to given value in the variable space of given element. Can be used to broadcast variables over the network.
  • taskNullA non-existing Task. To compare non-existent tasks use isNull or isEqualTo:
  • trueAlways true
  • typeNameReturns the Data Type of an expression.
  • uiNamespaceReturns the global namespace attached to user interface.

Vehicle in Vehicle Transport

  • canVehicleCargoReturns bool array if it is possible to load cargo inside vehicle and if possible to load cargo into empty vehicle
  • enableVehicleCargoEnable/disable option to transport other vehicles (if configured) or be transported.
  • getVehicleCargoGet a list of vehicles loaded as cargo inside this vehicle. The returned array is in the order the cargo vehicles were added to containing vehicle.
  • isVehicleCargoDespite a misleading name, returns the vehicle that is transporting given vehicle in cargo. If the given vehicle is not in vehicle cargo, objNull is…
  • setVehicleCargoLoad cargo vehicle inside vehicle if possible, returns bool based on whether the vehicle was able to be loaded. Can also be used to unload a specific…
  • vehicleCargoEnabledCheck if the vehicle has enabled transporting other vehicles or not.

Vehicle Inventory

  • addItemCargoCreates new items and stores them in given container. Works with items, weapons, magazines, equipment and glasses but not backpacks. In the latter…
  • addItemCargoGlobalGlobal variant of addItemCargo.
  • addMagazineAmmoCargoAdds magazines with specified ammo count to the cargo space of a vehicle or a container.
  • addWeaponAdd a weapon to a unit. For a global version of this command see addWeaponGlobal.
  • addWeaponGlobalAdd a weapon to a unit. Infantry units can only carry weapons in their respective slots (primary, secondary and handgun), the addWeaponGlobal command…
  • addWeaponWithAttachmentsCargoAdds a weapon into the cargo space of a vehicle / box with given attachments / magazines. Ignores available cargo space.
  • addWeaponWithAttachmentsCargoGlobalAdds a weapon into the cargo space of a vehicle / box with given attachments / magazines. Ignores available cargo space.
  • currentMagazineReturns class name of currently loaded vehicle's / unit's magazine.
  • currentMagazineDetailReturns description of vehicle's currently loaded magazine, its ammo count (current/default) and its id.
  • everyContainerReturns array of all containers (uniforms, vests, backpacks) stored in given crate or vehicle. Used for accessing containers content stored in ammo…
  • getAmmoCargoReturns the amount (1 is full) of ammo resources in the cargo space of a rearm vehicle.
  • getFuelCargoReturns the fuel amount (1 is full) in the cargo space of a refueling vehicle.
  • getItemCargoReturns all items names and count from ammo box (or any general weapon holder container).
  • getMagazineCargoReturns all magazines types and count from the cargo space
  • getRepairCargoReturns the amount (1 is full) of repair resources in the cargo space of a repair vehicle.
  • getWeaponCargoReturns all weapons types and count from the cargo space
  • itemCargoGet array with items from ammo box (or any general weapon holder container).
  • magazineCargoGet array with magazines from ammo box (or any general weapon holder container).
  • magazinesReturns array of type names of all vehicle's magazines. When applied to a unit, the command behaves differently and will omit magazines already…
  • magazinesAmmoReturns all vehicle's magazines and their ammo count (also works on supply boxes). When applied to a unit (soldier), the command behaves differently…
  • magazinesAmmoCargoReturns an array of subarrays with the type names and ammo left of all the vehicle's cargo or container magazines.
  • magazinesAmmoFullReturns array of arrays of all unit's or vehicle's magazines with extended information about them. The magazines returned are for primary gunner. If…
  • magazinesDetailReturns an array of strings with description of all vehicle's magazines, their ammo count (current/default) and their ids for the primary gunner.
  • removeWeaponRemove weapon from a unit. The unit must be local to the computer where command is executed. For a global version of this command, see…
  • removeWeaponAttachmentCargoRemove attachment linked to a weapon from the vehicle cargo space.
  • removeWeaponCargoRemove weapon from the vehicle cargo space.
  • removeWeaponGlobalRemove a weapon from a unit. An attempt to remove a weapon, which is not in unit's possession, is simply ignored.
  • setAmmoSets custom ammo count in the currently loaded magazine of the specified weapon or muzzle.
  • setAmmoCargoSet amount of ammo resources in cargo space of a rearm vehicle. Ammo resource is used to resupply vehicles that take ammo. Soldiers use individual…
  • setFuelCargoSets fuel amount in cargo space of refuel vehicles. Note that the carrying capacity of each side's refuel trucks differ.
  • setRepairCargoSet amount of repair resources in cargo space of repair vehicle. Amount 1 is full cargo.
  • setVehicleAmmoSets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has. Note that the ammo will be added only to local…
  • setVehicleAmmoDefSets how much ammunition (compared to the configuration of magazines defined in the vehicle's class) the vehicle has. Note that the ammo will only be…
  • weaponAccessoriesCargoReturns array with all items assigned to the given weapon in given cargo container.
  • weaponCargoGet array with weapons from ammo box (or any general weapon holder container).
  • weaponsReturns array of names of all unit's weapons.
  • weaponsItemsReturns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
  • weaponsItemsCargoReturns an array with subarrays contains class names and also names of connected items of all the vehicle's cargo weapons in weaponsItems format.

Vehicle Loadouts

  • ammoOnPylonReturns ammo count on given pylon (or false on failure).
  • animateBayForces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.
  • animatePylonForce animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state…
  • getAllPylonsInfoReturn an array with the vehicle's all pylons info.
  • getCompatiblePylonMagazinesGet array of compatible pylon magazines
  • getPylonMagazinesReturn array of magazines on pylons.
  • pylonActionExecutes an action on a specific pylon. MP effect and locality depend on the specific action.
  • setAmmoOnPylonSet count of ammo in magazine on pylon (supports pylon name since Arma 3 v1.94)
  • setPylonLoadoutAdds/overrides loadout to a vehicle pylon. `TransportPylonsComponent` in vehicle config and `pylonWeapon` in the magazine config are required to run.
  • setPylonsPriorityOverrides default pylons priorities.

Waypoints

Weapon Pool

  • addItemPoolAdds count items of type name into the weapon pool (used in the campaign to transfer items to the next mission)
  • addMagazinePoolAdds magazines to the magazine pool, of which the player may choose in the following mission. Available in campaigns only.
  • addWeaponPoolAdd weapons to the weapon pool, of which the player may choose in the following mission. Available in campaigns only.
  • clearItemPoolRemoves all items from ammo box (or any general weapon holder container)
  • clearMagazinePoolRemoves all magazines from the magazine pool, of which the player may choose in the following missions. Available in campaigns only.
  • clearWeaponPoolRemove all weapons from the weapon pool, of which the player may choose in the following missions. Available in campaigns only.
  • fillWeaponsFromPoolAdds magazines from the campaign pool to the given unit, depending on his weapons. Available in campaigns only.
  • loadStatusLoads object's properties from Objects.sav file in campaign directory (from entry name).
  • pickWeaponPoolTransfers weapons and magazines from cargo of object into the weapon pool. This is used in the campaign to transfer weapons into the next mission.
  • putWeaponPoolTransfers weapons and magazines from weapon pool into cargo of given object. Used in campaign to transfer weapons into next mission.
  • queryItemsPoolReturns the number of items of type in the weapon pool (used in campaigns to transfer weapons to the next mission).
  • queryMagazinePoolReturn number of magazines of type name in magazine pool (used in campaign to transfer magazines into next mission).
  • queryWeaponPoolReturn number of weapons of type name in weapon pool (used in campaign to transfer weapons into next mission).
  • saveStatusSaves object's properties to Objects.sav file in campaign directory as entry name.

Weapons

  • aimedAtTargetReturns how good a vehicle's weapon is aimed at the target.
  • canDeployWeaponReturns true if a unit's weapon can be deployed.
  • canFireReturns true if the given vehicle is still able to fire. For the command to return true, vehicle must be alive, have weapon operator and the weapon…
  • compatibleItemsReturns all items (attachments) that can be mounted on the given weapon.
  • compatibleMagazinesReturns all magazines that can be loaded in the given weapon or all magazines containing the provided ammo. No compatible magazines are returned for…
  • compatibleWeaponsReturns all compatible weapons for given weapon item, weapon magazine or weapon slot.
  • currentMuzzleReturns a unit's current weapon muzzle. Does not work on vehicles.
  • currentThrowableReturns currently selected throwable (and the muzzle it is loaded into), which will be launched if the user presses <kbd>G</kbd>.
  • currentVisionModeReturns current vision mode of unit's weapon. Vision mode could be one of: - 0 - normal vision - 1 - night vision - 2 - thermal vision Alternative…
  • currentWeaponReturn the name of the currently selected weapon (on the primary turret for vehicles).
  • currentWeaponModeReturns current weapon mode of unit's weapon.
  • currentZeroingReturns current zeroing.
  • disableNVGEquipmentEnables or disables transport NV (Night Vision). To disable TI (Thermal Imaging) use disableTIEquipment.
  • disableTIEquipmentDisables TI (Thermal Imaging) equipment for given vehicle.
  • enableGunLightsToggles the target group's gun lights. disableAI "LIGHTS" will disable the use of gun lights.
  • enableIRLasersAllows the AI to use IR lasers. Units should be in "Combat" behaviour.
  • enableReloadEnable / disable auto-reload (including AI) when magazine is empty. Default - enabled.
  • enableWeaponDisassemblyEnables or disables disassembly of static weapons. Could be applied to local player, to another unit or to static weapon directly.
  • fireForces a unit to fire the given weapon.
  • fireAtTargetRemotely forces a unit to fire the given weapon. See also BIS_fnc_fire.
  • forceWeaponFireThe unit will be forced to fire weapon from the given muzzle. The weapon will not fire if firemode passed as parameter is not supported by the given…
  • getShotParentsReturns shot information for the given projectile. If shot was fired by a soldier on foot or in FFV position in vehicle, the soldier is returned for…
  • getWeaponSwayReturns current size of weapon sway of a given unit, in radians. This command may still return a value greater 0 even if sway was effectively set to…
  • hasWeaponChecks if a unit has the given weapon in hands or on back/in holster. Weapons inside unit containers such as vest and backpack are not counted.
  • isFlashlightOnReturns true if there is a linked and enabled flashlight on a given weapon.
  • isLaserOnReturns true if the vehicle has its laser turned on. Not to be confused with isIRLaserOn which is for units. Main syntax is for primary gunner turret.
  • isManualFireReturns true if manual fire is on. Manual fire could either be selected in vehicle action menu (if available) or with action "ManualFire" and…
  • isThrowableReturns true if the given magazine is a throwable.
  • isWeaponDeployedReturns true if weapon is currently deployed.
  • isWeaponRestedReturns true if weapon is currently rested.
  • laserTargetReturns the laser target object created by given unit (vehicle or soldier) when using a laser targeting device. The main syntax targets the primary…
  • loadMagazineInitiates the loading action on given weapon of the turret of a transport. So the new magazine is not available instantly, yet according to the…
  • missileStateGet the provided *guided* missile's engine, target lock and flight profile states.
  • missileTargetReturns a guided missile's target.
  • missileTargetPosReturns a guided missile's target position.
  • needReloadReturns how much vehicle wants to reload its weapons.
  • reloadMain syntax: Reload first found muzzle that needs reloading (with some inconsistencies).
  • reloadEnabledA getter for enableReload. The value returned is wether or not auto-reload is enabled for current client only.
  • selectThrowableSelects current throwable, which will be launched if the user presses <kbd>G</kbd>.
  • selectWeaponSelects the given weapon.
  • setMissileTargetSets a guided missile target. Does not work for all types of missiles. If the target is dead, it is ignored. The target has to be inside the…
  • setMissileTargetPosSets a guided munition target position. The munition must have `manualControl` config entry to use this command. The target position has to be inside…
  • setShotParentsSets vehicle and instigator pair for the given projectile.
  • setWeaponReloadingTimeSets reloading phase on the given weapon's current ammo round.
  • setWeaponZeroingSets zeroing of given weapon and muzzle for given unit or vehicle.
  • throwablesReturns all throwables in unit inventory in currentThrowable format.
  • weaponDirectionReturns the direction that the vehicle weapon is aiming in. For addons the weapon name must be an entry in CfgWeapons.
  • weaponDisassemblyEnabledReturns if weapon disassembly is enabled. As disassembly can be enabled/disabled on both player and weapon, it might be necessary to check both.
  • weaponInertiaReturns current rate of how much the weapon view is distorted because of quick aiming.
  • weaponLoweredReturns true if given soldier's weapon is lowered.
  • weaponReloadingTimeReturns current ammo round reloading phase. For a magazine reloading phase see weaponState command.
  • weaponsInfoReturns entity's weapons information including weapon index and firemode.
  • weaponStateReturns the given or currently selected weapon state for unit or vehicle. With #Syntax 2, if no optional arguments are present, currently selected…